Berry’s movement begins Squeezed, so it costs 10’ to move to R17, where he falls prone. He has used his action. This is what he sees: A large cellar, with stone steps ascending to a landing/terrace on the eastern wall, and another flight of stairs ascending to a higher landing 15’ above the cellar. A large stone cistern occupies the western part of the room, whose walls are lined with kegs and barrels, two of which have been hastily thrown against the door. It is those barrels which had to be shoved aside and which still block the door from opening fully. There is a closed door on the western wall on the far side of the cistern.
At the top of the second set of stairs is a small landing, and upon it, one of the Redbrands. His crossbow twangs the moment Berry stumbles through (7 to hit) but the fairy’s small size and quick movement protects him and the bolt thunks into the edge of the door.
Berry sees this:
Berry may complete his turn, and Marten may then take his turn, squeezing through Nosam and the door if he enters the room.
This post has potentially manipulated dice roll results.
Marten: Round 18
When Nosam shoves the door open and Berry tumbles into the next room, Marten hears the twang and thump of a crossbow bolt. Marten meant it when he said that he would have Berry's back. He says, "We're comin', Berry!", as he hurries forward. He moves past Nosam and steps over Berry into the room. He draws his bow and aims for the Redbrand's neck as soon as he's in the room. Marten uses his remaining movement to try to find a place to hide.
If there's not enough room for him to hide behind the barrels at R15 or in the pocket by the wall at T16, Marten will splash into the pool of water, holding onto the cistern wall until he figures out how deep it is. He's hoping that it's deep enough for him to hide below the cistern wall but not so deep that he'll have trouble standing up to fire his bow. (If it's shallow, he'll try to drop prone in the water to hide.)
Movement: 30' P16 >> Q16 (diff terrain, Nosam's square) >> R16 (diff terrain, Berry's square) and then moving to R15, T16, or S14 (in the water) to hide Action: Attack w/ sharpshooter bonus damage, Shortbow (80/320): 1 Damage: 14 Adv: I don't think that his round 17 hide (27) helps him in this case since they were stuck behind the door, but if it does, here's an extra attack roll (4) and sneak attack damage (4) Bonus Action: Cunning Action, Hide - Stealth13 Free Action: Talking
(I think with standing up, Berry only has 5 feet of movement left)
Berry ducks just in time under the bolt that came his way as if he had been prophetic. Not seeing any large numbers of enemies waiting in the room, he gets himself up and jumps hovering hover the barrels in front of him (S16, I think he fell prone on R16), "Marten, they're retreating, I think the room is safe. More or less."
Marten, fleet-footed, repels off of the cistern wall to land on the barrels in front of Berry (T16) where he can hide from the doorway. His arrow, shot in haste, does little more than make the Redbrand duck away as it whizzes over his head.
(OOC: The cistern is filled with cold, fresh water. It is 10 feet deep with a rim 2 feet higher than the surrounding floor (so that the bottom of the cistern is 8 feet below the floor). Drain pipes from the roof of the old manor above fill the cistern with water.)
Enemies:
There is an exchange of words from behind the Redbrand at the top of the stairs. He disappears from view, slamming the cellar door closed behind him. Then there is the sound of Glasstaff’s magical missiles screaming through the air, and dust poofs into the cellar room through the cracks around the door the ruffian just closed, along with the sound of crashing and falling timber.
Nosam hears a shout of dismay from the crevasse chamber behind him but cannot see its source. Sister Garaele? Crissie?
We await Vidruth’s rolls from POST #1143: “Please roll a Perception check, DC15, and a DEX save, DC15.”
perception 16, dex save 18 (i. i cant beleive i actually passed them both)
Rollback Post to RevisionRollBack
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic byVitaly S Alexius
perception 16, dex save 18 (i. i cant beleive i actually passed them both)
Vidruth runs two strides down the hall, registering that the floor is quite dusty and unused, except that there is a single line of four or five fresh, evenly spaced footprints for the first ten feet. Then the footprints abruptly stop. Vidruth’s successful DEX save allows him to come to a screeching halt where the footprints end if he wishes. Or, he can continue if he wishes, or…? The doorlatch he closed behind him in the prior turn now clicks, and the door seems on the verge of being thrown open.
(At this moment, Vidruth has moved 10’ and still has the rest of his Round 18 turn.)
"here goes" vidruth mutters, and continues through, watching carefully, body tensed to move
dodge action, and keep going towards the next door
Rollback Post to RevisionRollBack
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic byVitaly S Alexius
well thats a shame (also i rolled dex checks by mistake instead of saves, same bonus though)
Rollback Post to RevisionRollBack
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic byVitaly S Alexius
well thats a shame (also i rolled dex checks by mistake instead of saves, same bonus though)
With his first step beyond the dusty footprint there is a sudden spintery CRACK, and Vidruth feels the dusty gravel floor under him give way as his momentum carries him forward and from anything he could grip to slow himself. The half-orc falls 20’ and at the bottom is buffeted by the remaining gravel and timber that falls from above. Vidruth takes 7 bludgeoning damage as he slams into the hard earth, and ends his turn there, prone.
Miraculously, the wizard merely turns an ankle at the bottom. But he notes that the walls are shear, and will require an Athletics 20 to climb. A roll under 10 will result in 1d6 falling damage. A roll under 5 will result in 2d6 falling damage.
Vidruth hears the doors behind him slam open, and a clattering sound - the skeletons - approaching the pit. They stop at the edge and stare down at Vidruth, their jaws bouncing in silent laughter, then pull back out of view.
As a reminder for Marten, Berry, and Nosam:
There is an exchange of words from behind the Redbrand. He disappears from view, slamming the door closed behind him. Then there is the sound of Glasstaff’s magical missiles screaming through the air, and dust poofs into the cellar room through the cracks around the door the ruffian just closed.
Nosam hears a shout of dismay from the crevasse chamber behind him but cannot see its source. Sister Garaele? Crissie?
Berry, Nosam and Marten have no idea where Vidruth is. The last they saw of him, he was headed downstairs.
Vidruth likewise has no idea where the others are.
The sound of the pit trap and of the explosion (of sorts) at the cellar door are too similar and essentially simultaneous. Neither party hears the other sound.
“I think they’ve locked us up,” Berry says to Marten and hurries with a quick dash to the door and tries if it’s possible to open without doing so. “I’m pretty sure they’ve got away.”
“I think they’ve locked us up,” Berry says to Marten and hurries with a quick dash to the door and tries if it’s possible to open without doing so. “I’m pretty sure they’ve got away.”
Berry pulls the door open. Behind it, fallen timbers and very low visibility. It would take a couple of rounds with successful STR checks to clear a way through large enough for Berry. There is also a risk of wooden beams falling on you if you try, and if anyone is there waiting with a weapon readied, they'd get a clear chance to strike. Not impossible, but not without risk.
“I guess we better try the other way. This way is a piece of work and they might still be waiting for us on the other side,”Berry relays to Marten what he observes. Then, he’ll withdraw into the cistern room. ( I think he won’t be able to move more this turn, or act for that matter.)
This post has potentially manipulated dice roll results.
(OOC: If anything attacked Berry, Marten would pop out from hiding and fire his bow. But based on @1973's description, there's no one else (visible) in the room, nothing immediately attacks Berry, and Berry & Marten have not heard Vidruth's fall or the cries that Nosam heard in the crevasse room. Assuming that I've correctly understood that...)
“I think they’ve locked us up,” Berry says to Marten and hurries with a quick dash to the door and tries if it’s possible to open without doing so. “I’m pretty sure they’ve got away.”
“I guess we better try the other way. This way is a piece of work and they might still be waiting for us on the other side,”Berry relays to Marten what he observes.
It seems that Glasstaff escaped with at least two Redbrands (R4 and R12) as bodyguards. Marten swears and comes out from hiding, into the Cistern room. He holds his bow in his left hand, but he hasn't drawn an arrow yet. With the door blocked by the barrels, Marten can't see back into the secret hallway. He calls back to Nosam to ask, "Nosam, can you see Crissie 'n' the priestess? Or Vidruth? Is Sildar still trapped?"
Marten moves briskly up the stairs to get a better view of the room and make sure that Glasstaff didn't leave any Redbrands behind to surprise them. Once Marten has climbed the first set of stairs to the north, he scans the room for other exits or any other enemies in hiding.
That done, Marten finally addresses Berry. "Aye, I think we gotta let 'im go," he says bitterly. "M'ybe we'll get a chance t' get revenge on 'im later. But we're not out o' danger yet: there's still a bugbear 'n' that horrible one-eyed thing 'n' m'ybe more Redbrands. We should pro'bly regroup 'n' see who's still alive." Letting Glasstaff escape doesn't sit well with Marten. The wizard seems to be the leader of the Redbrands, and Marten blames the man for the harassment at the Stonehill Inn and now the possible death of at least two of his friends. (Intruding thoughts ask: What happened to Vidruth? Is Sildar still trapped?) But as much as he wants to exact revenge on Glasstaff, Marten realizes that they have other priorities now. After the series of calamities around the crevasse, Marten is afraid of getting too spread out again, and both he and Berry have already been badly injured today.
Finally, he listens at the door to the north, which is one of the two possible routes back to the treasure chamber (based on the information the captive Redbrands gave them earlier and his experience of Redbrands moving quickly between the south side of the crevasse chamber and the treasure chamber). He doesn't want another surprise coming from that direction.
Movement: 50' (dashing), ending at X11 T16 > T15 (talking to Nosam) > U15 > V14 >> W13 (moving diagonally) > W12 > W11 > X11 > Y11 (talking to Berry) > X11 (listening at door) Action: Scanning room and listening at the door to the north Perception25 Bonus Action: Cunning Action, Dash Free Action: Talking
vidruth frowns, considers, feels at the wall, then shouts "im alive, dont come after me, theres skeletons afoot"
Rollback Post to RevisionRollBack
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic byVitaly S Alexius
Nosam retreats back down the hall to get a view of the larger room. He yells to Marten, "Looks as though they're maybe by the bridge, about 40 feet or so back."
Berry: hurries with a quick dash to the door and tries if it’s possible to open
Marten: Movement: 50' (dashing), ending at X11 (listening at door) / Scanning room and listening at the door to the north Perception 8
Vidruth: shouts
Nosam: Movement- 25' to M15 / Perception- 10
Berry (as posted above)
Marten: The configuration of the room, now that you see it all, is different than thought. The door at X11 is open (probably following Glasstaff’s passage through it. There is a short hallway on the other side, leading to a T-intersection with a wider hallway. Marten hears some clattering bones, and also the sound of Vidruth’s voice from an as-yet unseen source: “I’m alive, don’t come after me, there's skeletons afoot.”
Nosam, (whom I will shift a little farther into the crevasse room so he can see more of it, comes around the bend just in time to see three goblinoids: a bugbear and two goblins, rushing south into the exit tunnel from the hideout. Nosam recognizes the goblins. The same pair that the party captured and Berry led to the town’s jail the prior night. The bugbear looks like it has a terrible case of acne on its back. But those little bloody marks are where caltrops had poked in. The caltrops are not there now.
Crissie and Sister Garaele both look hurt, but they are dragging Kiselina & Daphyra’s bodies, which they treat with care, toward the cavern exit.
Marten: The configuration of the room, now that you see it all, is different than thought.
(OOC: Ah, yes. I was wondering about the elevation of the hallway compared to the crevasse chamber, but now that I see where the door to the hallway is, it makes sense.)
The door at X11 is open (probably following Glasstaff’s passage through it. There is a short hallway on the other side, leading to a T-intersection with a wider hallway. Marten hears some clattering bones, and also the sound of Vidruth’s voice from an as-yet unseen source: “I’m alive, don’t come after me, there's skeletons afoot.”
Marten calls back to Berry, "I reckon we should make sure Sildar is free o' th' wizard's spell 'n' gather everyone from th' crevasse chamber. I'm jus' gonna check this hall, then I'll join you 'n' Nosam back by the crevasse." He doesn't explain what he heard to Berry because he's not sure he understood it, and he knows that it would take too long to explain. He just says, "I'll be there in a jiff', or I'll blow my whistle -- one long note -- if I get int' more trouble."
Marten pads quickly forward quietly (Stealth24) and then peeks around the corner at X10. Perception26
What he does next depends on what he sees in the hallway. Can he see any skeletons? If so, how many and where? Does he see the pit? I thought that he could lower a rope to Vidruth this turn, but I don't think that he'd risk it if the skeletons would be able to see him.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Berry stumbles into the room, falling prone. He might still stand up depending on what he sees.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Round 18 (cont’d.)
Berry’s movement begins Squeezed, so it costs 10’ to move to R17, where he falls prone. He has used his action. This is what he sees: A large cellar, with stone steps ascending to a landing/terrace on the eastern wall, and another flight of stairs ascending to a higher landing 15’ above the cellar. A large stone cistern occupies the western part of the room, whose walls are lined with kegs and barrels, two of which have been hastily thrown against the door. It is those barrels which had to be shoved aside and which still block the door from opening fully. There is a closed door on the western wall on the far side of the cistern.
At the top of the second set of stairs is a small landing, and upon it, one of the Redbrands. His crossbow twangs the moment Berry stumbles through (7 to hit) but the fairy’s small size and quick movement protects him and the bolt thunks into the edge of the door.
Berry sees this:
Berry may complete his turn, and Marten may then take his turn, squeezing through Nosam and the door if he enters the room.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Marten: Round 18
When Nosam shoves the door open and Berry tumbles into the next room, Marten hears the twang and thump of a crossbow bolt. Marten meant it when he said that he would have Berry's back. He says, "We're comin', Berry!", as he hurries forward. He moves past Nosam and steps over Berry into the room. He draws his bow and aims for the Redbrand's neck as soon as he's in the room. Marten uses his remaining movement to try to find a place to hide.
If there's not enough room for him to hide behind the barrels at R15 or in the pocket by the wall at T16, Marten will splash into the pool of water, holding onto the cistern wall until he figures out how deep it is. He's hoping that it's deep enough for him to hide below the cistern wall but not so deep that he'll have trouble standing up to fire his bow. (If it's shallow, he'll try to drop prone in the water to hide.)
Movement: 30'
P16 >> Q16 (diff terrain, Nosam's square) >> R16 (diff terrain, Berry's square) and then moving to R15, T16, or S14 (in the water) to hide
Action: Attack w/ sharpshooter bonus damage, Shortbow (80/320): 1 Damage: 14
Adv: I don't think that his round 17 hide (27) helps him in this case since they were stuck behind the door, but if it does, here's an extra attack roll (4) and sneak attack damage (4)
Bonus Action: Cunning Action, Hide - Stealth 13
Free Action: Talking
(I think with standing up, Berry only has 5 feet of movement left)
Berry ducks just in time under the bolt that came his way as if he had been prophetic. Not seeing any large numbers of enemies waiting in the room, he gets himself up and jumps hovering hover the barrels in front of him (S16, I think he fell prone on R16), "Marten, they're retreating, I think the room is safe. More or less."
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Round 18 (cont’d.)
Berry flits up above the nearest barrels at S16
Marten, fleet-footed, repels off of the cistern wall to land on the barrels in front of Berry (T16) where he can hide from the doorway. His arrow, shot in haste, does little more than make the Redbrand duck away as it whizzes over his head.
(OOC: The cistern is filled with cold, fresh water. It is 10 feet deep with a rim 2 feet higher than the surrounding floor (so that the bottom of the cistern is 8 feet below the floor). Drain pipes from the roof of the old manor above fill the cistern with water.)
Enemies:
There is an exchange of words from behind the Redbrand at the top of the stairs. He disappears from view, slamming the cellar door closed behind him. Then there is the sound of Glasstaff’s magical missiles screaming through the air, and dust poofs into the cellar room through the cracks around the door the ruffian just closed, along with the sound of crashing and falling timber.
Nosam hears a shout of dismay from the crevasse chamber behind him but cannot see its source. Sister Garaele? Crissie?
We await Vidruth’s rolls from POST #1143: “Please roll a Perception check, DC15, and a DEX save, DC15.”
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
(sorry, hadnt seen it yet)
perception 16, dex save 18 (i. i cant beleive i actually passed them both)
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic by Vitaly S Alexius
Vidruth runs two strides down the hall, registering that the floor is quite dusty and unused, except that there is a single line of four or five fresh, evenly spaced footprints for the first ten feet. Then the footprints abruptly stop. Vidruth’s successful DEX save allows him to come to a screeching halt where the footprints end if he wishes. Or, he can continue if he wishes, or…? The doorlatch he closed behind him in the prior turn now clicks, and the door seems on the verge of being thrown open.
(At this moment, Vidruth has moved 10’ and still has the rest of his Round 18 turn.)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
"here goes" vidruth mutters, and continues through, watching carefully, body tensed to move
dodge action, and keep going towards the next door
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic by Vitaly S Alexius
Please roll another DEX save, DC15.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
dexterity save (with advantage from dodging) 12
well thats a shame (also i rolled dex checks by mistake instead of saves, same bonus though)
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic by Vitaly S Alexius
With his first step beyond the dusty footprint there is a sudden spintery CRACK, and Vidruth feels the dusty gravel floor under him give way as his momentum carries him forward and from anything he could grip to slow himself. The half-orc falls 20’ and at the bottom is buffeted by the remaining gravel and timber that falls from above. Vidruth takes 7 bludgeoning damage as he slams into the hard earth, and ends his turn there, prone.
Miraculously, the wizard merely turns an ankle at the bottom. But he notes that the walls are shear, and will require an Athletics 20 to climb. A roll under 10 will result in 1d6 falling damage. A roll under 5 will result in 2d6 falling damage.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Round 18 (completion)
Vidruth hears the doors behind him slam open, and a clattering sound - the skeletons - approaching the pit. They stop at the edge and stare down at Vidruth, their jaws bouncing in silent laughter, then pull back out of view.
As a reminder for Marten, Berry, and Nosam:
Berry, Nosam and Marten have no idea where Vidruth is. The last they saw of him, he was headed downstairs.
Vidruth likewise has no idea where the others are.
The sound of the pit trap and of the explosion (of sorts) at the cellar door are too similar and essentially simultaneous. Neither party hears the other sound.
ALL:
You are now situated like so:
Please post for Round 19 in any order.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
“I think they’ve locked us up,” Berry says to Marten and hurries with a quick dash to the door and tries if it’s possible to open without doing so. “I’m pretty sure they’ve got away.”
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Berry pulls the door open. Behind it, fallen timbers and very low visibility. It would take a couple of rounds with successful STR checks to clear a way through large enough for Berry. There is also a risk of wooden beams falling on you if you try, and if anyone is there waiting with a weapon readied, they'd get a clear chance to strike. Not impossible, but not without risk.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
“I guess we better try the other way. This way is a piece of work and they might still be waiting for us on the other side,” Berry relays to Marten what he observes. Then, he’ll withdraw into the cistern room. ( I think he won’t be able to move more this turn, or act for that matter.)
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
(OOC: If anything attacked Berry, Marten would pop out from hiding and fire his bow. But based on @1973's description, there's no one else (visible) in the room, nothing immediately attacks Berry, and Berry & Marten have not heard Vidruth's fall or the cries that Nosam heard in the crevasse room. Assuming that I've correctly understood that...)
Marten: Round 19
It seems that Glasstaff escaped with at least two Redbrands (R4 and R12) as bodyguards. Marten swears and comes out from hiding, into the Cistern room. He holds his bow in his left hand, but he hasn't drawn an arrow yet. With the door blocked by the barrels, Marten can't see back into the secret hallway. He calls back to Nosam to ask, "Nosam, can you see Crissie 'n' the priestess? Or Vidruth? Is Sildar still trapped?"
Marten moves briskly up the stairs to get a better view of the room and make sure that Glasstaff didn't leave any Redbrands behind to surprise them. Once Marten has climbed the first set of stairs to the north, he scans the room for other exits or any other enemies in hiding.
That done, Marten finally addresses Berry. "Aye, I think we gotta let 'im go," he says bitterly. "M'ybe we'll get a chance t' get revenge on 'im later. But we're not out o' danger yet: there's still a bugbear 'n' that horrible one-eyed thing 'n' m'ybe more Redbrands. We should pro'bly regroup 'n' see who's still alive." Letting Glasstaff escape doesn't sit well with Marten. The wizard seems to be the leader of the Redbrands, and Marten blames the man for the harassment at the Stonehill Inn and now the possible death of at least two of his friends. (Intruding thoughts ask: What happened to Vidruth? Is Sildar still trapped?) But as much as he wants to exact revenge on Glasstaff, Marten realizes that they have other priorities now. After the series of calamities around the crevasse, Marten is afraid of getting too spread out again, and both he and Berry have already been badly injured today.
Finally, he listens at the door to the north, which is one of the two possible routes back to the treasure chamber (based on the information the captive Redbrands gave them earlier and his experience of Redbrands moving quickly between the south side of the crevasse chamber and the treasure chamber). He doesn't want another surprise coming from that direction.
Movement: 50' (dashing), ending at X11
T16 > T15 (talking to Nosam) > U15 > V14 >> W13 (moving diagonally) > W12 > W11 > X11 > Y11 (talking to Berry) > X11 (listening at door)
Action: Scanning room and listening at the door to the north Perception 25
Bonus Action: Cunning Action, Dash
Free Action: Talking
vidruth frowns, considers, feels at the wall, then shouts "im alive, dont come after me, theres skeletons afoot"
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic by Vitaly S Alexius
Nosam retreats back down the hall to get a view of the larger room. He yells to Marten, "Looks as though they're maybe by the bridge, about 40 feet or so back."
Movement- 25' to M15
Perception- 10
Round 19 Results
Berry (as posted above)
Marten: The configuration of the room, now that you see it all, is different than thought. The door at X11 is open (probably following Glasstaff’s passage through it. There is a short hallway on the other side, leading to a T-intersection with a wider hallway. Marten hears some clattering bones, and also the sound of Vidruth’s voice from an as-yet unseen source: “I’m alive, don’t come after me, there's skeletons afoot.”
Nosam, (whom I will shift a little farther into the crevasse room so he can see more of it, comes around the bend just in time to see three goblinoids: a bugbear and two goblins, rushing south into the exit tunnel from the hideout. Nosam recognizes the goblins. The same pair that the party captured and Berry led to the town’s jail the prior night. The bugbear looks like it has a terrible case of acne on its back. But those little bloody marks are where caltrops had poked in. The caltrops are not there now.
Crissie and Sister Garaele both look hurt, but they are dragging Kiselina & Daphyra’s bodies, which they treat with care, toward the cavern exit.
There is a distant sound of a melee.
You are now situated like so:
Please post for Round 20 in any order.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Marten: Round 20 (part 1 of 2)
(OOC: Ah, yes. I was wondering about the elevation of the hallway compared to the crevasse chamber, but now that I see where the door to the hallway is, it makes sense.)
Marten calls back to Berry, "I reckon we should make sure Sildar is free o' th' wizard's spell 'n' gather everyone from th' crevasse chamber. I'm jus' gonna check this hall, then I'll join you 'n' Nosam back by the crevasse." He doesn't explain what he heard to Berry because he's not sure he understood it, and he knows that it would take too long to explain. He just says, "I'll be there in a jiff', or I'll blow my whistle -- one long note -- if I get int' more trouble."
Marten pads quickly forward quietly (Stealth 24) and then peeks around the corner at X10. Perception 26
What he does next depends on what he sees in the hallway. Can he see any skeletons? If so, how many and where? Does he see the pit? I thought that he could lower a rope to Vidruth this turn, but I don't think that he'd risk it if the skeletons would be able to see him.