[[ OOC: Given the DM's declaration that nothing else happens and Khessa finishes her casting, I assumed all enemies were defeated. If not, ok she will help finishing off the last one. ]]
That is correct, there are no enemies, the room is clear
It appears to be an old alter to a Gildori God, however it has been desecrated with symbols of the 8-pointed star and circle, drawn in blood. There is a hallway heading west.
[Khessa] rejoins her adventuring companions—and pats the Angry Giant on the shoulder as well: "Great work! Time to go and continue the same way, then, right?" and she continues leading the way along the corridor from which the offensive came... unless the guide points in a different direction.
Tyekanik finally shrinks back to his regular (but still Goliath-sized) size as his rage ends. He waves a big hand toward the fallen ogres with a dismissive sort of snort, saying, "There's little glory in such a fight. Feeble foes; bad tactics. Just enough to keep my muscles warm for the real fight while we waited for you spell-spinners."
It appears to be an old alter to a Gildori God, however it has been desecrated with symbols of the 8-pointed star and circle, drawn in blood. There is a hallway heading west.
Vrox hops nimbly back down the stairs and rejoins the group as the spellcasters head to meet up with Sir Sparhawk and Tyek.
Vrox reports what he saw in the desecrated shrine, but unless Clarac or their Golgari ally can suggest a better next step, he agrees with Khessa: "We're pledged to purge the fiends and their cultists from Uhubreen. The best path seems to be to follow the hallway where the hobgoblins and ogres came from."
Vrox points out: "They seem to know that we're here now. If they haven't emptied their quiver, they may be waiting to ambush us as we approach." If the party agrees, he is happy to move ahead of the group 120-ft or so. Flitting through the shadows of the columns is much like stalking through the shadowy forests of the Feywild, and he may be able to approach their next opponents without being seen so that he can warn the rest of the party. Vrox stows his longbow in his magical quiver and equips his shield and sword in case he stumbles into close-combat. Then he heads south, ahead of the group.
You venture down the hallway, then follow it to the east. You have a closed door to the east, three closed doors to the south, two destroyed areas, and one door to the north. This area is lit by large lanterns.
This post has potentially manipulated dice roll results.
Vrox holds up a hand for the others to wait. He starts with the door at the far east of the hallway and moves from door to door to listen, making his way back to the party at the west end of the hallway. If the cultists sent Hobgoblins and Ogres from this direction, he figures that their leaders must be here somewhere. He's listening for any sound of chanting (i.e., another demonic summoning ritual) or sounds of reinforcements mustering (i.e., heavily-armored soldiers moving around or someone barking orders in Dwarvish, Infernal, or Abyssal). He's also looking at the doors to see whether there's any indication that one is more "important" than the others: runes on the door or carved into the lintel, a golden doorknob instead of simple brass, etc. Perception28, advantage from Sentinel Shield
Stealth: 29, advantage from Shadowfell Brand Tattoo - doing all of that without being heard by anyone on the other side of the doors
You do not hear any type of chanting or ritualistic language. You do hear what sounds like local Gilgori speaking behind the doors to the south, and the one to the north.
You do not hear any type of chanting or ritualistic language. You do hear what sounds like local Gilgori speaking behind the doors to the south, and the one to the north.
Vroxlets the others know what he heard. He moves back between Brother Maynard and Yôht and leaves it to Khessato decide which door to enter first.
Tyekanik will move to the east side of Khessa if she's opening any of the doors at the north or south. That way, Khessa is flanked by both Claracand Tyek when she opens the door, and especially so that Tyek can hold off anything that comes through the door that leads east.
"The gates from which Golgari rumors emanate are likely barraks or something similar," Khessa reasons. "If our guide can convince the Golgari there to join us, against the Nefarious Duo who are deceiving them (and leading them to ruin), perhaps they'll be able to tell us where to find them. Let's try the first gate to the south."
As you open the doors, they reveal normal Golgaris sheltering in their homes. Your guide speaks to them, and after a quick conversation, informs you "These are regular people, merchants and tailors, who want to stay out of the way. They heard the soldiers and beasts run by, so they stayed in their homes. They won't join us but will stay out of the way as well."
Vrox would ask their guide to check whether the other Golgari know which way is the lair of the "beasts." If they don't have different advice, he agrees with Khessathat the party should try the door to the east next. In that case, he drifts back to the west, probably 5th in line behind Khessa, Clarac, Tyek, and Sir Sparhawk.
He nods and speaks with the locals, all of the doors have opened, and the locals are standing in them, looking at the party. After getting his answer, he nods to the local and turns to the group. "They say the monsters are coming from the Master's Hall. They have said that many locals who were taken prisoner were dragged there, so they stayed in their homes."
When you open the door to the east, you see the walls and floor of this room are covered with streaks and splashes of dried blood, as well as the 8-pointed star drawn in blood. Two Golgari dangling bodies are shackled to the east and south walls. Both are covered in bloody gashes, and neither is moving. In the middle of the room is a sturdy wooden chair with a bloody whip draped over it. A bucket half filled with salt sits on the floor nearby. There is a door to the north side of the room.
If Khessa also arrives to see the disturbing surroundings, she sighs: "Perhaps one day the Nefarious Duo should try a little of their own medicine..."
The blonde arcane warrior then opens the door to the north side of the room, convinced that the confrontation with the Chaos Gods—or their local agents here—is drawing ever closer.
Once the door opens, the hallway continues, then turns east and stairs go down to a bridge over a chasm. There is a lit hallway to your south, and there is a dark hallway to the north. Your guide states, "The Master's hall is to the north across the bridge."
"So, that way" Khessa declares, arriving at the edge of the bridge.
The blonde arcane warrior is acutely aware that if the bridge were trapped by the Nefarious Duo's forces, it might suddenly collapse... so, before crossing it, she draws her Staff of Power and uses it to create a a horizontal path of force, upon which the party can walk in safety.
Trusted by this protection, the tall adventuress then leads resolutely across the bridge.
The bridge holds as you cross. The door to your right (east) is open, and looks like several creatures had previously left in a hurry and the path was towards where you had just traveled from. Vrok goes to the corner, and sees where the hallway turns to the west, barely illuminated
That is correct, there are no enemies, the room is clear
[[ OOC: @Aaggie - Did Vrox find any enemies in that chamber at the top of the stairs to the south? ]]
It appears to be an old alter to a Gildori God, however it has been desecrated with symbols of the 8-pointed star and circle, drawn in blood. There is a hallway heading west.
Tyekanik finally shrinks back to his regular (but still Goliath-sized) size as his rage ends. He waves a big hand toward the fallen ogres with a dismissive sort of snort, saying, "There's little glory in such a fight. Feeble foes; bad tactics. Just enough to keep my muscles warm for the real fight while we waited for you spell-spinners."
Vrox hops nimbly back down the stairs and rejoins the group as the spellcasters head to meet up with Sir Sparhawk and Tyek.
Vrox reports what he saw in the desecrated shrine, but unless Clarac or their Golgari ally can suggest a better next step, he agrees with Khessa: "We're pledged to purge the fiends and their cultists from Uhubreen. The best path seems to be to follow the hallway where the hobgoblins and ogres came from."
Vrox points out: "They seem to know that we're here now. If they haven't emptied their quiver, they may be waiting to ambush us as we approach." If the party agrees, he is happy to move ahead of the group 120-ft or so. Flitting through the shadows of the columns is much like stalking through the shadowy forests of the Feywild, and he may be able to approach their next opponents without being seen so that he can warn the rest of the party. Vrox stows his longbow in his magical quiver and equips his shield and sword in case he stumbles into close-combat. Then he heads south, ahead of the group.
Vrox
Scouting ahead without being seen - Stealth: 37, advantage from Shadowfell Brand Tattoo
Spotting traps, opponents, or other dangers before he triggers them - Perception 23, advantage from Sentinel Shield
You venture down the hallway, then follow it to the east. You have a closed door to the east, three closed doors to the south, two destroyed areas, and one door to the north. This area is lit by large lanterns.
Vrox holds up a hand for the others to wait. He starts with the door at the far east of the hallway and moves from door to door to listen, making his way back to the party at the west end of the hallway. If the cultists sent Hobgoblins and Ogres from this direction, he figures that their leaders must be here somewhere. He's listening for any sound of chanting (i.e., another demonic summoning ritual) or sounds of reinforcements mustering (i.e., heavily-armored soldiers moving around or someone barking orders in Dwarvish, Infernal, or Abyssal). He's also looking at the doors to see whether there's any indication that one is more "important" than the others: runes on the door or carved into the lintel, a golden doorknob instead of simple brass, etc.
Perception 28, advantage from Sentinel Shield
Stealth: 29, advantage from Shadowfell Brand Tattoo - doing all of that without being heard by anyone on the other side of the doors
You do not hear any type of chanting or ritualistic language. You do hear what sounds like local Gilgori speaking behind the doors to the south, and the one to the north.
Vrox lets the others know what he heard. He moves back between Brother Maynard and Yôht and leaves it to Khessa to decide which door to enter first.
Tyekanik will move to the east side of Khessa if she's opening any of the doors at the north or south. That way, Khessa is flanked by both Clarac and Tyek when she opens the door, and especially so that Tyek can hold off anything that comes through the door that leads east.
"The gates from which Golgari rumors emanate are likely barraks or something similar," Khessa reasons. "If our guide can convince the Golgari there to join us, against the Nefarious Duo who are deceiving them (and leading them to ruin), perhaps they'll be able to tell us where to find them. Let's try the first gate to the south."
The blonde arcane warrior then goes... and opens.
Lord Akkron nods sagely as the fiend is disposed of. Yep... the plan worked absolutely perfectly.
He watches as Khessa opens the door, his staff ready to cast a spell if anything attacks his friend.
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As you open the doors, they reveal normal Golgaris sheltering in their homes. Your guide speaks to them, and after a quick conversation, informs you "These are regular people, merchants and tailors, who want to stay out of the way. They heard the soldiers and beasts run by, so they stayed in their homes. They won't join us but will stay out of the way as well."
"I'm glad to hear that..." Khessa sighs with relief. "Let's try the door from which no noise was coming."
And the blonde arcane warrior goes to open the door to the east.
Vrox would ask their guide to check whether the other Golgari know which way is the lair of the "beasts." If they don't have different advice, he agrees with Khessa that the party should try the door to the east next. In that case, he drifts back to the west, probably 5th in line behind Khessa, Clarac, Tyek, and Sir Sparhawk.
He nods and speaks with the locals, all of the doors have opened, and the locals are standing in them, looking at the party. After getting his answer, he nods to the local and turns to the group. "They say the monsters are coming from the Master's Hall. They have said that many locals who were taken prisoner were dragged there, so they stayed in their homes."
When you open the door to the east, you see the walls and floor of this room are covered with streaks and splashes of dried blood, as well as the 8-pointed star drawn in blood. Two Golgari dangling bodies are shackled to the east and south walls. Both are covered in bloody gashes, and neither is moving. In the middle of the room is a sturdy wooden chair with a bloody whip draped over it. A bucket half filled with salt sits on the floor nearby. There is a door to the north side of the room.
If Khessa also arrives to see the disturbing surroundings, she sighs: "Perhaps one day the Nefarious Duo should try a little of their own medicine..."
The blonde arcane warrior then opens the door to the north side of the room, convinced that the confrontation with the Chaos Gods—or their local agents here—is drawing ever closer.
Once the door opens, the hallway continues, then turns east and stairs go down to a bridge over a chasm. There is a lit hallway to your south, and there is a dark hallway to the north. Your guide states, "The Master's hall is to the north across the bridge."
"So, that way" Khessa declares, arriving at the edge of the bridge.
The blonde arcane warrior is acutely aware that if the bridge were trapped by the Nefarious Duo's forces, it might suddenly collapse... so, before crossing it, she draws her Staff of Power and uses it to create a a horizontal path of force, upon which the party can walk in safety.
Trusted by this protection, the tall adventuress then leads resolutely across the bridge.
The bridge holds as you cross. The door to your right (east) is open, and looks like several creatures had previously left in a hurry and the path was towards where you had just traveled from. Vrok goes to the corner, and sees where the hallway turns to the west, barely illuminated
Khessa whispers: "We should be close by now..." and continues (probably anticipated by the diligent scout Vrox) along the path to the west.