(OOC: Has anyone gotten a look at the "torture room" at the west end of the hallway from the meeting room (room 13)? I know that nothing jumped us while we were fighting the monks, but it would be good to confirm that the room is currently clear.)
Assuming that there are no other immediate threats, Xanrym would definitely like to take a short rest to heal. Maybe not in the goblin room since that would be a large space to defend with a lot of doors in case anything attacked them. Maybe in the skeleton room or in the torture room, grim as those options sound.
(OOC: Xanrym has not used any HD today yet. He can probably get back to Max HP with a short rest. Until that last fight, he managed to use cover, Liarin, Avery, and a lot of luck to avoid damage!)
You all check out the torture chamber. A rack and a table with heavy straps attached to it occupy the centre of the room, and an iron maiden stands in the corner. Several empty pine boxes are stacked against the west wall. Additionally, another simple wooden door stands at the south end of the room where it turns to the south.
Avery will agree to a short rest, and take his turn keeping watch.
OK. (OOC: Now that the fight is over, Avery should probably use Second Wind. Then he can take a rest and hopefully be at Max HP without spending any HD.)
Xanrym proposes moving back to the skeleton room (room 14) since it seems like the room where they'd be the least likely to face opponents from 2 directions at once. The party will be able to monitor the stairs in case any more cultists come up from that direction. If more cultists attack from the other part of the temple upstairs, they would have to come through room 13. The party could fight them at the doorway between rooms 13 and 14 or just retreat down the stairs and out of the temple.
We can also probably search the bodies of Jocelyn, the monks, and the goblins while taking a short rest / keeping watch since their bodies are mostly right in and around room 13.
If we are not interrupted, once Xanrym manages to remove the dart and bandage that wound, he'll use Song of Rest. Inspired by the location, he'll tell a tale of the aid and healing provided by the clerics of Merrika in some old saga.
Song of Rest: if you spend at least one HD as part of the short rest, you can add an additional 4 HP of healing. This time, that probably just applies to Liarin and Xanrym.
(OOC: Looks like no random encounters during the rest. The monks must have really rattled Xanrym. He spent 2 HD on healing and rolled 4 and 1. 🙁 Good thing for that Song of Rest! Including that bonus gets him back to 15/17 HP.)
You're absolutely right. You can all reap the benefits of a Short Rest and nobody comes out to bother you.
It is clearly night outside now. The small slits of light you could see through the stone have faded. As nobody has lighted any candles inside, you'll need to work out how you are sourcing light.
Xanrym assumes that the sounds of their battles and now the lack of activity in the temple will have alerted anyone or anything ahead that there are intruders in the temple. He doubts that surprise and stealth will help them much, and they'll need light to see. When they are ready to move forward, Xanrym lights his lantern again. He just likes to have a couple sources of light in case the group gets separated or Theldrin's light is dispelled.
Xanrym also reminds the others that they still don't know the location of the naga's lair. If possible, they should try not to kill at least one of the cultists so that they can hopefully get some information out of them.
Once everyone is ready, Xanrym assumes his regular position at the back of the line, allowing Liarin and Avery to open the door and go through first. He carries his loaded crossbow in one hand and his lantern in the other.
(OOC: Did Avery use Second Wind after the fight with the monks to recover some HP? I figured that he would since the use of Second Wind would recharge over the short rest.)
You push the door leading into the south room. As you do, bells ring overhead, knocked by the opening door. An alarm that could easily be heard by anyone around. The walls of this chamber are scratched, stained, and covered with strange markings. Loose chips of stone lie scattered on the floor. Aside from an exit to the southeast, the room appears empty.
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(OOC: Has anyone gotten a look at the "torture room" at the west end of the hallway from the meeting room (room 13)? I know that nothing jumped us while we were fighting the monks, but it would be good to confirm that the room is currently clear.)
Assuming that there are no other immediate threats, Xanrym would definitely like to take a short rest to heal. Maybe not in the goblin room since that would be a large space to defend with a lot of doors in case anything attacked them. Maybe in the skeleton room or in the torture room, grim as those options sound.
(OOC: Xanrym has not used any HD today yet. He can probably get back to Max HP with a short rest. Until that last fight, he managed to use cover, Liarin, Avery, and a lot of luck to avoid damage!)
You all check out the torture chamber. A rack and a table with heavy straps attached to it occupy the centre of the room, and an iron maiden stands in the corner. Several empty pine boxes are stacked against the west wall. Additionally, another simple wooden door stands at the south end of the room where it turns to the south.
Also, if you all want to do another short rest you absolutely can. But you will need to roll for a random encounter.
Avery will agree to a short rest, and take his turn keeping watch.
OK. (OOC: Now that the fight is over, Avery should probably use Second Wind. Then he can take a rest and hopefully be at Max HP without spending any HD.)
Xanrym proposes moving back to the skeleton room (room 14) since it seems like the room where they'd be the least likely to face opponents from 2 directions at once. The party will be able to monitor the stairs in case any more cultists come up from that direction. If more cultists attack from the other part of the temple upstairs, they would have to come through room 13. The party could fight them at the doorway between rooms 13 and 14 or just retreat down the stairs and out of the temple.
We can also probably search the bodies of Jocelyn, the monks, and the goblins while taking a short rest / keeping watch since their bodies are mostly right in and around room 13.
If we are not interrupted, once Xanrym manages to remove the dart and bandage that wound, he'll use Song of Rest. Inspired by the location, he'll tell a tale of the aid and healing provided by the clerics of Merrika in some old saga.
Song of Rest: if you spend at least one HD as part of the short rest, you can add an additional 4 HP of healing. This time, that probably just applies to Liarin and Xanrym.
Theldrin takes some time to search the bodies (Jocelyn, monks, goblins) before sitting down to gather his strength.
Investigation: 16
Ok the monks have Darts, the goblins have scimitars, shields, leather armour and short bows.
All up not really much treasure. The monks and goblins have nothing, while Jocelyn just has:
8sp
16cp
Has anyone rolled a d12 for random encounters? On a 1 you get a hard encounter, and on a 2 you get a regular one.
Random encounter? 6
(OOC: Looks like no random encounters during the rest. The monks must have really rattled Xanrym. He spent 2 HD on healing and rolled 4 and 1. 🙁 Good thing for that Song of Rest! Including that bonus gets him back to 15/17 HP.)
You're absolutely right. You can all reap the benefits of a Short Rest and nobody comes out to bother you.
It is clearly night outside now. The small slits of light you could see through the stone have faded. As nobody has lighted any candles inside, you'll need to work out how you are sourcing light.
As the light shining in from outside the temple slowly fades, Theldrin will cast Light on his dagger again.
Xanrym assumes that the sounds of their battles and now the lack of activity in the temple will have alerted anyone or anything ahead that there are intruders in the temple. He doubts that surprise and stealth will help them much, and they'll need light to see. When they are ready to move forward, Xanrym lights his lantern again. He just likes to have a couple sources of light in case the group gets separated or Theldrin's light is dispelled.
Xanrym also reminds the others that they still don't know the location of the naga's lair. If possible, they should try not to kill at least one of the cultists so that they can hopefully get some information out of them.
Once everyone is ready, Xanrym assumes his regular position at the back of the line, allowing Liarin and Avery to open the door and go through first. He carries his loaded crossbow in one hand and his lantern in the other.
Short Rest HD: 9
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Liarin stays in human form for now.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
So are you going through the door in the south of the torture room?
Yes, I believe so
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Yes. Presumably in our standard "non-stealth" marching order:
Avery will lead the way, looking for signs of trouble or ambushes, traps, etc. Perception: 12
(OOC: Did Avery use Second Wind after the fight with the monks to recover some HP? I figured that he would since the use of Second Wind would recharge over the short rest.)
You push the door leading into the south room. As you do, bells ring overhead, knocked by the opening door. An alarm that could easily be heard by anyone around. The walls of this chamber are scratched, stained, and covered with strange markings. Loose chips of stone lie scattered on the floor. Aside from an exit to the southeast, the room appears empty.