Theldrin shares his findings with the others, holding the necklace up for everyone to see. "This could help protect against poison, might come in handy fighting the Naga." He waits to see who might want to wear it.
(OOC: as far as planning, I like the idea of coming back here for a Long Rest)
Theldrin and Xanrym search Araphise's webs and find many pieces of jewellery and coins. All up the items amount to the gold value of 324gp. One of the necklaces is very nice and unusually shiny for the dustiness of this room. It clasps around the neck and has a number of fascinating red and yellow beads hanging from it.
During the Short Rest, Xanrym will gather the treasure and keep a ledger of it before packing it away in a sack. As before, he figures that the party doesn't really need to divide it up until they're back to safety.
Xanrym checks the blocked archway in the northwest corner and sees that through a concerted effort the boulders and rocks may be moved and the archway cleared. It would require a DC 15 Athletics check to be done quickly and quietly though.
Xanrym is curious about whether the archway was blocked to keep Araphise in or to keep something else out. But then he reminds himself of an old aphorism about being cautious: "Never look in a cave until you're ready to face the dragon!" Since it seems to be securely blockaded, he will not make any attempt to disturb it before the Short Rest. He wouldn't want to release some other monster before they've recovered from the fight with the first monster!
“Since the snake seems so well behaved, I’ll leave them summoned unless there just isn’t room.”
"Yes, of course," Xanrym says. "The more the merrier!" But you see that he sits as far away from the snake as possible. You gather that while he was happy to have the giant snake as an ally in the fight, he's less enthusiastic about having it as a constant "companion."
Theldrin shares his findings with the others, holding the necklace up for everyone to see. "This could help protect against poison, might come in handy fighting the Naga." He waits to see who might want to wear it.
(OOC: as far as planning, I like the idea of coming back here for a Long Rest)
"Brilliant! Well done, Theldrin", Xanrym says.
During the short rest, will use Song of Rest to tell a rousing story. If Avery spends any HD on healing, he gains an extra 4 of healing.
Xanrym catalogs the treasure (as described above), cleans the mud and blood off of himself after the fight with Araphise, and eats a snack. Xanrym also talks with the others about what served them well when facing a powerful, magical foe like this: setting up a useful spell before they entered the harpy's den, scattering apart so that she had a harder time catching them all with a spell, using anything they could (poison, the summoned snake) to get some advantage over their foe. Those are useful lessons to remember when they face the naga.
Xanrym agrees with Theldrin that he'll need a good night's sleep before he's ready to try facing the naga, whom he assumes will be an even more formidable foe! But he still thinks that they should at least try to find one route to the lower levels of the dungeon this afternoon before they settle down for the night.
After the Short Rest, Xanrym would like for the group to try to clear the rocks from the archway. It's possible that it's actually a route down to the the naga's chambers. Or maybe it's a back door to the dungeon...an alternate way out in case they need it.
Then Xanrym would like the group to go get Heckle and try to bring the draft horse down to the Den of Araphise, if they can. There are many dangers in this dungeon, but he's worried that some of those bloodsucking bird things or some other swamp monster will find the horse while the party is exploring the dungeon. If they can settle the horse down in the harpy's room, he feels like it'll be more likely to survive the night.
Once they've done that, Xanrym is in favor of continuing to the larger "lake" room that they saw beyond the door to the harpy's den. Based on what Theldrin said, whomever attunes to the necklace should be able to breathe underwater, so that'll be useful in another water-filled room!
Xanrym would like to...we'll see what the rest of the party thinks of that idea first.
You said that the archway was "in the corner." Is the archway a little, low structure, like a doggy-door? Or is it like a normal doorway (6+ ft. tall by 3+ ft. wide)? Or even larger? I'm not sure whether I'm picturing it correctly.
This post has potentially manipulated dice roll results.
Despite suggesting that they unblock the archway, Xanrym is actually the weakest of the group. He offers his crowbar to anyone who wants to use it to dislodge the rocks. Once rocks are moved out of the archway, he'll help to roll them / drag them aside to clear the way. Perhaps the giant snake can even help with moving the rocks out of the way.
As they work, Xanrym will also look at the arch to see whether there are any clues about why it was blocked up. For example, if he starts to see water leaking through, maybe it was blocked off to keep this room from flooding, and they should stop. Or if he starts to hear or smell anything that would indicate that there's some monster walled off behind the boulders and rubble.
(OOC: Well, unless Avery has a fantastic athletics check, with advantage from using a crowbar, it looks like we may have to leave the mystery of this blockaded archway for later!)
Liarin dismisses the snake and shifts into bear from to assist in the digging, taking the time to ask for spiritual aid first. (And rolled a one. So 8 Athletics I guess)
Rollback Post to RevisionRollBack
Coriana - Company of the Grey Chain Wagner - Dragon Heist: Bards. DM - The Old Keep
The archway is clear of tracks, no one has used it in quite some time.
A few bad rolls on clearing that rubble I reckon. Avery does a great job of clearing it away, while Liarin has trouble using her bear claws on the smooth boulders. Theldrin has no luck at all, his past clearly more focussed on his studies than hard labour.
As you clear the rocks away you open up the archway, which leads into a small room, 30ft by 40ft. There’s a barred door to the north, while another door in the southwest has been opened, through which 5 Troglodytes are running through. They point and shout as you enter. Initiative:
(@drumdigby - Are we in the new room or still back in the harpy's parlor? Or could you post a battle map?
Where does Toska fall in the initiative order. Or was she still in the other room of the harpy's den and is not with the party as they clear the archway?)
This post has potentially manipulated dice roll results.
Everyone else has advanced into the next room. Avery and Liarin have engaged two troglodytes, with Theldrin's backup the one on Liarin has been felled, so only 4 Trogs left. Toska will be after Xanrym, but first the armed Trogs move in to attack Liarin and Avery.
Trog 1 Bite against Avery Attack: 12 Damage: 5 Piercing and he makes a DC 12 Constitution saving throw. On a failure, he is Poisoned until the start of next turn.
Trog 1 Scimitar against Avery Attack: 15 Damage: 8 Slashing
Trog 2 Bite against Liarin Attack: 21 Damage: 3 Piercing and she makes a DC 12 Constitution saving throw. On a failure, she is Poisoned until the start of next turn.
Trog 2 Scimitar against Liarin Attack: 20 Damage: 3 Slashing
Trog 3 Dart against Avery Attack: 23 Damage: 3 Piercing plus 4 Poison
Trog 4 Dart against Liarin Attack: 8 Damage: 4 Piercing plus 2 Poison
You all are up. The front two Trogs have engaged in melee while the back two are throwing their poisoned darts.
These heroes clearly had spent a lot more time in the dungeon, looking at their hair growth. Although I imagine a few of you are slightly unkempt at the moment
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Theldrin shares his findings with the others, holding the necklace up for everyone to see. "This could help protect against poison, might come in handy fighting the Naga." He waits to see who might want to wear it.
(OOC: as far as planning, I like the idea of coming back here for a Long Rest)
During the Short Rest, Xanrym will gather the treasure and keep a ledger of it before packing it away in a sack. As before, he figures that the party doesn't really need to divide it up until they're back to safety.
Xanrym is curious about whether the archway was blocked to keep Araphise in or to keep something else out. But then he reminds himself of an old aphorism about being cautious: "Never look in a cave until you're ready to face the dragon!" Since it seems to be securely blockaded, he will not make any attempt to disturb it before the Short Rest. He wouldn't want to release some other monster before they've recovered from the fight with the first monster!
"Yes, of course," Xanrym says. "The more the merrier!" But you see that he sits as far away from the snake as possible. You gather that while he was happy to have the giant snake as an ally in the fight, he's less enthusiastic about having it as a constant "companion."
"Brilliant! Well done, Theldrin", Xanrym says.
During the short rest, will use Song of Rest to tell a rousing story. If Avery spends any HD on healing, he gains an extra 4 of healing.
Xanrym catalogs the treasure (as described above), cleans the mud and blood off of himself after the fight with Araphise, and eats a snack. Xanrym also talks with the others about what served them well when facing a powerful, magical foe like this: setting up a useful spell before they entered the harpy's den, scattering apart so that she had a harder time catching them all with a spell, using anything they could (poison, the summoned snake) to get some advantage over their foe. Those are useful lessons to remember when they face the naga.
Xanrym agrees with Theldrin that he'll need a good night's sleep before he's ready to try facing the naga, whom he assumes will be an even more formidable foe! But he still thinks that they should at least try to find one route to the lower levels of the dungeon this afternoon before they settle down for the night.
After the Short Rest, Xanrym would like for the group to try to clear the rocks from the archway. It's possible that it's actually a route down to the the naga's chambers. Or maybe it's a back door to the dungeon...an alternate way out in case they need it.
Then Xanrym would like the group to go get Heckle and try to bring the draft horse down to the Den of Araphise, if they can. There are many dangers in this dungeon, but he's worried that some of those bloodsucking bird things or some other swamp monster will find the horse while the party is exploring the dungeon. If they can settle the horse down in the harpy's room, he feels like it'll be more likely to survive the night.
Once they've done that, Xanrym is in favor of continuing to the larger "lake" room that they saw beyond the door to the harpy's den. Based on what Theldrin said, whomever attunes to the necklace should be able to breathe underwater, so that'll be useful in another water-filled room!
So after the Short Rest you're clearing the rubble? How are you doing that?
(OOC:
Xanrym would like to...we'll see what the rest of the party thinks of that idea first.
You said that the archway was "in the corner." Is the archway a little, low structure, like a doggy-door? Or is it like a normal doorway (6+ ft. tall by 3+ ft. wide)? Or even larger? I'm not sure whether I'm picturing it correctly.
)
Slightly larger than a normal human door. The archway is made of mud bricks, made by the denizens of this dungeon for sure.
Avery will help clear away rubble and search the room, looking at the arch they found. Are there any tracks around the arch doorway? (Perception: 21)
Theldrin will also do his best to assist with clearing the rubble.
Athletics: 16
9
Despite suggesting that they unblock the archway, Xanrym is actually the weakest of the group. He offers his crowbar to anyone who wants to use it to dislodge the rocks. Once rocks are moved out of the archway, he'll help to roll them / drag them aside to clear the way. Perhaps the giant snake can even help with moving the rocks out of the way.
As they work, Xanrym will also look at the arch to see whether there are any clues about why it was blocked up. For example, if he starts to see water leaking through, maybe it was blocked off to keep this room from flooding, and they should stop. Or if he starts to hear or smell anything that would indicate that there's some monster walled off behind the boulders and rubble.
Investigation 10
(OOC: Well, unless Avery has a fantastic athletics check, with advantage from using a crowbar, it looks like we may have to leave the mystery of this blockaded archway for later!)
Avery athletics check-25
Liarin dismisses the snake and shifts into bear from to assist in the digging, taking the time to ask for spiritual aid first. (And rolled a one. So 8 Athletics I guess)
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
The archway is clear of tracks, no one has used it in quite some time.
A few bad rolls on clearing that rubble I reckon. Avery does a great job of clearing it away, while Liarin has trouble using her bear claws on the smooth boulders. Theldrin has no luck at all, his past clearly more focussed on his studies than hard labour.
As you clear the rocks away you open up the archway, which leads into a small room, 30ft by 40ft. There’s a barred door to the north, while another door in the southwest has been opened, through which 5 Troglodytes are running through. They point and shout as you enter. Initiative:
Group 1: Avery, Theldrin, and Liarin
Group 2: Trogs
Group 3: Xanrym
Avery. Theldrin, and Liarin are up
Liarin lumbers at the troglodytes, attacking them savagely.
Bite: Attack: 13 Damage: 7
Claws: Attack: 24 Damage: 7
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Avery attacks a Trog: 17/damage: 5
Theldrin aims a Fire Bolt at the nearest Trog.
Attack: 23 Damage: 5
(@drumdigby - Are we in the new room or still back in the harpy's parlor? Or could you post a battle map?
Where does Toska fall in the initiative order. Or was she still in the other room of the harpy's den and is not with the party as they clear the archway?)
Everyone else has advanced into the next room. Avery and Liarin have engaged two troglodytes, with Theldrin's backup the one on Liarin has been felled, so only 4 Trogs left. Toska will be after Xanrym, but first the armed Trogs move in to attack Liarin and Avery.
Trog 1 Bite against Avery Attack: 12 Damage: 5 Piercing and he makes a DC 12 Constitution saving throw. On a failure, he is Poisoned until the start of next turn.
Trog 1 Scimitar against Avery Attack: 15 Damage: 8 Slashing
Trog 2 Bite against Liarin Attack: 21 Damage: 3 Piercing and she makes a DC 12 Constitution saving throw. On a failure, she is Poisoned until the start of next turn.
Trog 2 Scimitar against Liarin Attack: 20 Damage: 3 Slashing
Trog 3 Dart against Avery Attack: 23 Damage: 3 Piercing plus 4 Poison
Trog 4 Dart against Liarin Attack: 8 Damage: 4 Piercing plus 2 Poison
You all are up. The front two Trogs have engaged in melee while the back two are throwing their poisoned darts.
Something like this.
These heroes clearly had spent a lot more time in the dungeon, looking at their hair growth. Although I imagine a few of you are slightly unkempt at the moment