Templeton looking at his new wounds. "Maybe I should stay a bit farther back next time. These old bones don't shake off blows like they used too." He will help looking around the area and fallen enemies. "How's the rest of you holding up?"
"Probably a good idea," Mayhew responds, taking a closer look at his wounded companion. "I'm at full health. Beyond it, really, due to the magic of False Life, so I can put myself more in harm's way for a while."
He'll use more Healing Light, on Templeton, healing another 4 damage.
Excellent. Is there any kind of check I can do to determine the nature of these potions (without just guzzling them), or is that more of a long rest-identify-attunement kind of thing?
Templeton points with his bow "Pip, perhaps you should spearhead the company ongoing efforts while in your, current state. You can understand us while you're like that, correct? "
Bear Pip nods and gets to the front of the group. You may realize however that without thumbs we may not be able to open any doors on his own but he’s ready to go. (If the party direct Pip on where to go, he’ll take the lead.)
If you go into the room from which the ruffians appeared, you see a small storeroom. This small storeroom has been converted into living quarters. Two double bunks stand against the wall near the door, while more barrels and crates fill the southern half of the chamber. No other door goes in or out of this room.
Templeton would like to investigate the barrels for traps and check contents if all clear (also would do the same from the other area before leaving as that's what he was doing when the ruffians rudely interrupted him)
None of the barrels or crates are trapped. They contain salted pork, beef, flour, sugar, apples, ale, and other provisions.
The only other exit is the door leading north which Mayhew was examining before the ruffians interrupted. It is unlocked and opens into a hall going west towards a set of double doors.
Thick dust covers the flagstones of this somber hallway. The walls are decorated with faux columns every ten feet, and the double door at the west end of the hall is sheathed in copper plate, now green with age. A relief carving of a mournful angel adorns the door.
"A dust-covered floor means nobody's come this way in a long time." Mayhew turns to the party. "But it was the only other way forward, since the ruffians' room was a dead end." He rubs his chin. "And the farmer's boy said there was another way into the hideout, but we'd have to go back to the farm to get him to lead us to it. How should we proceed?"
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Mayhew, you find a waterproof satchel hanging from the rope.
Excellent. Mayhew will open the satchel and inspect its contents.
Bear Pip stays vigilant and follows his party
Templeton looking at his new wounds. "Maybe I should stay a bit farther back next time. These old bones don't shake off blows like they used too." He will help looking around the area and fallen enemies. "How's the rest of you holding up?"
"Probably a good idea," Mayhew responds, taking a closer look at his wounded companion. "I'm at full health. Beyond it, really, due to the magic of False Life, so I can put myself more in harm's way for a while."
He'll use more Healing Light, on Templeton, healing another 4 damage.
Mayhew, the satchel contains two potions, 50 gp, and a clean set of traveling clothes.
Excellent. Is there any kind of check I can do to determine the nature of these potions (without just guzzling them), or is that more of a long rest-identify-attunement kind of thing?
Do you have an identify spell prepared? If not, roll an arcana (INT) check.
Mayhew does not know Identify, unfortunately, and he gets a 16 for his Arcana check.
One potion is red, indicative of some sort of healing potion. The other potion is clear.
Templeton points with his bow "Pip, perhaps you should spearhead the company ongoing efforts while in your, current state. You can understand us while you're like that, correct? "
Bear Pip nods and gets to the front of the group. You may realize however that without thumbs we may not be able to open any doors on his own but he’s ready to go. (If the party direct Pip on where to go, he’ll take the lead.)
Taking advantage of the bear might be wise, if not subtle. Should we direct Pip toward the door that the ruffians emerged from?
Nari thinks that's a good idea and will open any doors for bear Pip.
If you go into the room from which the ruffians appeared, you see a small storeroom. This small storeroom has been converted into living quarters. Two double bunks stand against the wall near the door, while more barrels and crates fill the southern half of the chamber. No other door goes in or out of this room.
Templeton would like to investigate the barrels for traps and check contents if all clear (also would do the same from the other area before leaving as that's what he was doing when the ruffians rudely interrupted him)
Investigation: 21
Pip moves to go to the next room as directed by the party.
None of the barrels or crates are trapped. They contain salted pork, beef, flour, sugar, apples, ale, and other provisions.
The only other exit is the door leading north which Mayhew was examining before the ruffians interrupted. It is unlocked and opens into a hall going west towards a set of double doors.
Thick dust covers the flagstones of this somber hallway. The walls are decorated with faux columns every ten feet, and the double door at the west end of the hall is sheathed in copper plate, now green with age. A relief carving of a mournful angel adorns the door.
"A dust-covered floor means nobody's come this way in a long time." Mayhew turns to the party. "But it was the only other way forward, since the ruffians' room was a dead end." He rubs his chin. "And the farmer's boy said there was another way into the hideout, but we'd have to go back to the farm to get him to lead us to it. How should we proceed?"