He keeps an eye out back the way they came for any signs of pursuit.
(OOC: Posting about next steps in case I can't get back online tonight.)
If there's no sign of Joclyn or other cultists pursuing them, Xanrym says, "I guess Joclyn is leaving it to the ettin (or whatever else is down here!) to finish us off." He proposes that they push on and continue exploring the basement, taking the other tunnel that headed west and then south. They might find something to their advantage, but in any case, the cultists upstairs may still be guarding the trapdoors and waiting for the party to return. Xanrym hopes that if the party does not return upstairs soon, the cultists will assume that the ettin killed them and will let down their guard. If so, it would be easier for the party to get back up to the ground floor later and either explore the temple more or just sneak out.
Of course, if the cultists have followed them down into the basement, they'll have to deal with that threat first.
(OOC: @Aaggie - will Avery use Second Wind now? Or one of the healing potions? I don't love the idea of moving to next encounter with Avery at 7 HP.)
There is dog bones, horse bones, pig bones... and human bones. As well as some torn clothes and skin scrapped around. A very, very gruesome sight. There is no treasure on these corpses. Clearly they've been stripped of valuables before being sent to the Ettin.
Avery is going to look through the remains to confirm his suspicion, that the former head cleric may have been disposed this way, or anything else that may appear to be ropes of the temple, Perception 14 Investigation 15
Avery - There are many clothes here, but they seem to be mainly from vagrants and people passing through town. No farmer clothes, none of the tunics and breeches you've seen people wearing around town. Definitely no priestly clothes. If the previous cleric was murdered, he wasn't fed to the Ettin.
So now you have three choices:
1. Continue Exploring the temple cellar through the door in the north-west.
2. Go back up the south trapdoor where you came.
3. Go up the north trapdoor you found.
As for signs of pursuit, you see none. You don't even really know if they know you've come down here. Despite the battle you just fought, the noise would not have been audible through the 10ft of stone that make up the temple floor above.
Xanrym also votes for option 1: Continue Exploring the temple cellar through the door in the north-west.
But Xanrym is concerned about Avery's injuries, asking Avery, "It looked like the ettin landed a solid hit with its axe, Avery. Are you OK to continue?", and the others "Shouldn't we try to heal him before he leads us deeper into these tunnels?"
(OOC: Unless Avery insists on continuing as he is, we just need to decide which healing option to choose: Avery's Second Wind, Liarin's goodberry, a [item]potion of healing[/potion]. Xanrym would rather save his spell slots so that he can use healing word to get folks back on their feet during combat.)
Xanrym also votes for option 1: Continue Exploring the temple cellar through the door in the north-west.
But Xanrym is concerned about Avery's injuries, asking Avery, "It looked like the ettin landed a solid hit with its axe, Avery. Are you OK to continue?", and the others "Shouldn't we try to heal him before he leads us deeper into these tunnels?"
(OOC: Unless Avery insists on continuing as he is, we just need to decide which healing option to choose: Avery's Second Wind, Liarin's goodberry, a [item]potion of healing[/potion]. Xanrym would rather save his spell slots so that he can use healing word to get folks back on their feet during combat.)
Avery nods, "Aye, I am hanging in there, but I am some worse for wear. (He will use his second wind) but can keep going." 9
All good mate. Side-side note. Second wind recharges on a short rest and is used as a bonus action in battle. So you can use it a fair amount. Action surge also recharges on a short rest so you can use it whenever you want an extra action in battle
The corridor wraps around al the way to the south and then west side of the building. As you go the darkness gets thicker. You come to another wooden door, which you open and go through. You’re immediately faced with an L crossing. In front of you to the north, you smell a strange stench that seems somewhat familiar stench, that of the Troglodytes from your first meeting together. The other path to the east leads around a corner, where you see some coins littered on the floor.
This post has potentially manipulated dice roll results.
"Ack... smells like those Troglodytes we ran into..." Theldrin scowls as he wrinkles his nose at the smell coming from the north. He turns his attention to the eastern path. "Odd, I wonder if this is a trap of some kind," he muses as he studies the coins on the path ahead.
Perception: 8
He then casts Mage Hand and sends the spectral glowing hand ahead where he experiments with pressing on the floor in front of the coins and then picking up a few of the coins.
The corridor wraps around al the way to the south and then west side of the building. As you go the darkness gets thicker.
(OOC: That's just an oppressive feeling? Or the light from the light spell and lantern are actually reaching less far?)
You come to another wooden door, which you open and go through. You’re immediately faced with an L crossing. In front of you to the north, you smell a strange stench that seems somewhat familiar stench, that of the Troglodytes from your first meeting together. The other path to the east leads around a corner, where you see some coins littered on the floor.
(OOC: Now that we're past the common areas of the temple and seem to have entered a sort of dungeon where the cultists put enemies and dissidents, I'd assume that we're moving at a slow pace so that we can look more carefully for traps and secret doors as we go. I don't know whether we should roll skill checks as we go or whether you'd just like to rely on passive perception and passive investigation scores except for when we're searching a specific item.)
Generally I’d want you to roll for finding secret doors and traps. I’ll always try to give some indication but sometimes it might be somewhat obscured in the flavour text. Did you want ti roll an investigation test?
Also yeah the darkness getting darker was just to set the mood.
Generally I’d want you to roll for finding secret doors and traps. I’ll always try to give some indication but sometimes it might be somewhat obscured in the flavour text. Did you want ti roll an investigation test?
Yes, the narrow tunnels are claustrophobic, but after going through the door, it feels like we've entered a new "area." We've left behind the ettin's area and apparently entered a new troglodyte area, based on the stench.
While they wait for Theldrin and his mage hand to check the tunnel to the east, Xanrym will take his lantern and check the stretch of hallway to the north for traps and secret doors. He doesn't want to get too spread out, so just checking the next 10' - 20' north of the door that they went through. Investigation22
Also yeah the darkness getting darker was just to set the mood.
OOC: Thanks. That's what I thought. I just wanted to make sure that something wasn't actually dimming our lights!
You actually find a secret door. On the side of the wall to your left is an indentation, when you push on it, it easily slides back and around on hinges inside. The smell of must and death fills a cramped hallway. A body lies at the end of it to the north. So now you have three options.
As you walk up to the body, you see that it's a young temple acolyte. He has been stabbed several times and has been unceremoniously shoved into this hallway.
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(OOC: Posting about next steps in case I can't get back online tonight.)
If there's no sign of Joclyn or other cultists pursuing them, Xanrym says, "I guess Joclyn is leaving it to the ettin (or whatever else is down here!) to finish us off." He proposes that they push on and continue exploring the basement, taking the other tunnel that headed west and then south. They might find something to their advantage, but in any case, the cultists upstairs may still be guarding the trapdoors and waiting for the party to return. Xanrym hopes that if the party does not return upstairs soon, the cultists will assume that the ettin killed them and will let down their guard. If so, it would be easier for the party to get back up to the ground floor later and either explore the temple more or just sneak out.
Of course, if the cultists have followed them down into the basement, they'll have to deal with that threat first.
(OOC: @Aaggie - will Avery use Second Wind now? Or one of the healing potions? I don't love the idea of moving to next encounter with Avery at 7 HP.)
There is dog bones, horse bones, pig bones... and human bones. As well as some torn clothes and skin scrapped around. A very, very gruesome sight. There is no treasure on these corpses. Clearly they've been stripped of valuables before being sent to the Ettin.
Avery is going to look through the remains to confirm his suspicion, that the former head cleric may have been disposed this way, or anything else that may appear to be ropes of the temple, Perception 14 Investigation 15
Avery - There are many clothes here, but they seem to be mainly from vagrants and people passing through town. No farmer clothes, none of the tunics and breeches you've seen people wearing around town. Definitely no priestly clothes. If the previous cleric was murdered, he wasn't fed to the Ettin.
So now you have three choices:
1. Continue Exploring the temple cellar through the door in the north-west.
2. Go back up the south trapdoor where you came.
3. Go up the north trapdoor you found.
As for signs of pursuit, you see none. You don't even really know if they know you've come down here. Despite the battle you just fought, the noise would not have been audible through the 10ft of stone that make up the temple floor above.
Theldrin would vote for option 1: Continue Exploring the temple cellar through the door in the north-west.
Xanrym also votes for option 1: Continue Exploring the temple cellar through the door in the north-west.
But Xanrym is concerned about Avery's injuries, asking Avery, "It looked like the ettin landed a solid hit with its axe, Avery. Are you OK to continue?", and the others "Shouldn't we try to heal him before he leads us deeper into these tunnels?"
(OOC: Unless Avery insists on continuing as he is, we just need to decide which healing option to choose: Avery's Second Wind, Liarin's goodberry, a [item]potion of healing[/potion]. Xanrym would rather save his spell slots so that he can use healing word to get folks back on their feet during combat.)
(OOC: Aaggie's choice but my thought is maybe a potion would be good here)
Avery nods, "Aye, I am hanging in there, but I am some worse for wear. (He will use his second wind) but can keep going." 9
Side note-I will gone starting tomorrow afternoon, until Sunday evening
All good mate. Side-side note. Second wind recharges on a short rest and is used as a bonus action in battle. So you can use it a fair amount. Action surge also recharges on a short rest so you can use it whenever you want an extra action in battle
Liarin votes to continue exploring.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
The corridor wraps around al the way to the south and then west side of the building. As you go the darkness gets thicker. You come to another wooden door, which you open and go through. You’re immediately faced with an L crossing. In front of you to the north, you smell a strange stench that seems somewhat familiar stench, that of the Troglodytes from your first meeting together. The other path to the east leads around a corner, where you see some coins littered on the floor.
"Ack... smells like those Troglodytes we ran into..." Theldrin scowls as he wrinkles his nose at the smell coming from the north. He turns his attention to the eastern path. "Odd, I wonder if this is a trap of some kind," he muses as he studies the coins on the path ahead.
Perception: 8
He then casts Mage Hand and sends the spectral glowing hand ahead where he experiments with pressing on the floor in front of the coins and then picking up a few of the coins.
These coins seem to be regular coins from where you’re standing. The mage hand confirms that they seem to be just regular coins.
(OOC: That's just an oppressive feeling? Or the light from the light spell and lantern are actually reaching less far?)
(OOC: Now that we're past the common areas of the temple and seem to have entered a sort of dungeon where the cultists put enemies and dissidents, I'd assume that we're moving at a slow pace so that we can look more carefully for traps and secret doors as we go. I don't know whether we should roll skill checks as we go or whether you'd just like to rely on passive perception and passive investigation scores except for when we're searching a specific item.)
Generally I’d want you to roll for finding secret doors and traps. I’ll always try to give some indication but sometimes it might be somewhat obscured in the flavour text. Did you want ti roll an investigation test?
Also yeah the darkness getting darker was just to set the mood.
Yes, the narrow tunnels are claustrophobic, but after going through the door, it feels like we've entered a new "area." We've left behind the ettin's area and apparently entered a new troglodyte area, based on the stench.
While they wait for Theldrin and his mage hand to check the tunnel to the east, Xanrym will take his lantern and check the stretch of hallway to the north for traps and secret doors. He doesn't want to get too spread out, so just checking the next 10' - 20' north of the door that they went through. Investigation 22
OOC: Thanks. That's what I thought. I just wanted to make sure that something wasn't actually dimming our lights!
You actually find a secret door. On the side of the wall to your left is an indentation, when you push on it, it easily slides back and around on hinges inside. The smell of must and death fills a cramped hallway. A body lies at the end of it to the north. So now you have three options.
1. Troglodyte smell .
2. Coins on the ground.
3. Body in secret hallway.
Theldrin seems to be most interested in investigating the body and secret hallway, once Xanrym discovers them.
As you walk up to the body, you see that it's a young temple acolyte. He has been stabbed several times and has been unceremoniously shoved into this hallway.