I will reply "Ripping off your team mates is a really quick way to not having the help you need when trouble hits hard. I'd rather be honest and supportive and hope my friends have my back when trouble comes running at you hard."
As said earlier, I will Assist Portia in the Investigation, adding that "we should also be looking for a way to lock ourselves in safely so we can take a rest."
PORTIA and GLYNT will determine that just as there is a way into this pocket chamber for the archers, there is a way out. And it is not trapped from the inside, nor are there any traps or locks on the other doors leading off the circular area.
(A party of four would fit into this pocket chamber. The party could use it for a long rest. Can anyone say cold rations?)
(Good place to rest. The Goblins aren't smart enough and everyone else in this place simply doesn't care or too busy with something else. Everyone please take a Long Rest.)
PORTIA'sdoor next? (That would be the next one up with the least amount of traffic.)
Aye, rest would do us all some good. We can rest in the round chamber, should be secure enough and have room for all. I can have a look at everyone's wounds and bandage as I can, should be able to stop any bleeding. Medicine skill check rolled 18, if that will cover everyone then great, if not then I rolled a 12 for patient #2 and a 7 for patient #3. While looking over everyone's wounds I'll cast mending as needed to repair armor, clothing and so forth as needed.
"Right - I'm refreshed and back in business. I'll take that arrow if no one else wants it?, if anyone wants it, now or later just say the word" I'll assist Portia in checking for traps on the door and as soon as we are ready to open it I will move to near the back of the party with bow and (regular) arrows, keeping an eye behind us for trouble.
Before we get going I will also cast light on Xanth's glaive, the arrow head that I have ready and a stone in my pocket (I am fully aware that my trousers are now glowing).
Portia will check for traps on the southern door (24 investigation) "I suggest that Xanth is the first to open doors and enter new rooms. That way any enemies catching us unawares will have a mountain of muscle to hit and not one of us more squishy lot"
(Also, hate to be this person, but technically, light does say that if you cast it again it dismisses the previous casting. So unless Mazra rules otherwise, you might have to pick one item only)
(OOC - Portia is correct the Light spell in 5e works on only one object, and if you cast it again, it extinguishes from the first object. As a Cantrip you can cast it as often as you like, it just does not create multiple light sources for any one caster. That is a change from earlier editions. IIRC in third edition it was a 1st Level spell.)
(OOC - And if anyone needs healing, please see our good Cleric RAGDOR. I do not track the player's health. I trust each of you to take care of that.)
PORTIA and GLYNT will determine that there are no traps on the southern door. When XANTH opens the door he sees that the masonry walls of this twenty-foot-wide hall are in poor repair. The far end has collapsed, filling the southern section with rubble. The western wall is in much better shape than the other walls, and it holds a stone door with a rearing dragon carved in relief on it. The door has a single keyhole, situated in the rearing dragon’s open mouth.
(long rests recover health to full under standard rules. Short rests you can spend hit die to recover some, regaining some on a long rest. Saves our cleric some healing)
(The party used much of the day just to get there, so a long rest makes sense. Start fresh before the next things. There is a door with a single keyhole.)
Once we enter the room I will do a look through the rubble looking to see if there's any traps initially and then start looking for anything interesting
Investigation23
Once I have a good sense of the room I will head over to the door, and without touching anything on or near it I will then offer Portia assistance for her to check for traps on the door.
This post has potentially manipulated dice roll results.
(You said the magic word - rubble)
GLYNTfinds something of interest, or better yet something of interest finds him. Though he does not detect any traps, he does detect a GIANT RAT hiding in the rubble. It scurries out and attacks GLYNT swifter than swift.
Portia, still not fully awake from her sleep it seems, will run up alongside the rat, if it is still alive by her turn, taking a swipe with each shortsword. She is still groggy with the first swing (9), but the adrenaline has started to kick in (second 19 to hit, 6 damage)
I will reply "Ripping off your team mates is a really quick way to not having the help you need when trouble hits hard. I'd rather be honest and supportive and hope my friends have my back when trouble comes running at you hard."
As said earlier, I will Assist Portia in the Investigation, adding that "we should also be looking for a way to lock ourselves in safely so we can take a rest."
PORTIA and GLYNT will determine that just as there is a way into this pocket chamber for the archers, there is a way out. And it is not trapped from the inside, nor are there any traps or locks on the other doors leading off the circular area.
(A party of four would fit into this pocket chamber. The party could use it for a long rest. Can anyone say cold rations?)
"I'm keen for a long rest - anyone want to push on or should we stay here for a spell?"
"I am more than happy to rest up. The hit I took certainly left me feeling weak."
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
(Good place to rest. The Goblins aren't smart enough and everyone else in this place simply doesn't care or too busy with something else. Everyone please take a Long Rest.)
PORTIA's door next? (That would be the next one up with the least amount of traffic.)
Aye, rest would do us all some good. We can rest in the round chamber, should be secure enough and have room for all. I can have a look at everyone's wounds and bandage as I can, should be able to stop any bleeding. Medicine skill check rolled 18, if that will cover everyone then great, if not then I rolled a 12 for patient #2 and a 7 for patient #3. While looking over everyone's wounds I'll cast mending as needed to repair armor, clothing and so forth as needed.
'Thank you Glynt that is the best policy. Ragdor the aid is appreciated."
After resting
"Okay you guys check the door and let me open it this time."
"Right - I'm refreshed and back in business. I'll take that arrow if no one else wants it?, if anyone wants it, now or later just say the word" I'll assist Portia in checking for traps on the door and as soon as we are ready to open it I will move to near the back of the party with bow and (regular) arrows, keeping an eye behind us for trouble.
Before we get going I will also cast light on Xanth's glaive, the arrow head that I have ready and a stone in my pocket (I am fully aware that my trousers are now glowing).
Portia will check for traps on the southern door (24 investigation) "I suggest that Xanth is the first to open doors and enter new rooms. That way any enemies catching us unawares will have a mountain of muscle to hit and not one of us more squishy lot"
(Also, hate to be this person, but technically, light does say that if you cast it again it dismisses the previous casting. So unless Mazra rules otherwise, you might have to pick one item only)
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
I'm more than happy to be corrected, A Big Thanks to you Swiftgale.
Rules are rules so I'll only cast it on Xanth's Glaive (This is my first 5E campaign and didn't realise that was the way it worked.)
(OOC - Portia is correct the Light spell in 5e works on only one object, and if you cast it again, it extinguishes from the first object. As a Cantrip you can cast it as often as you like, it just does not create multiple light sources for any one caster. That is a change from earlier editions. IIRC in third edition it was a 1st Level spell.)
(OOC - And if anyone needs healing, please see our good Cleric RAGDOR. I do not track the player's health. I trust each of you to take care of that.)
PORTIA and GLYNT will determine that there are no traps on the southern door. When XANTH opens the door he sees that the masonry walls of this twenty-foot-wide hall are in poor repair. The far end has collapsed, filling the southern section with rubble. The western wall is in much better shape than the other walls, and it holds a stone door with a rearing dragon carved in relief on it. The door has a single keyhole, situated in the rearing dragon’s open mouth.
(long rests recover health to full under standard rules. Short rests you can spend hit die to recover some, regaining some on a long rest. Saves our cleric some healing)
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
(The party used much of the day just to get there, so a long rest makes sense. Start fresh before the next things. There is a door with a single keyhole.)
DAY THREE (+19 DAYS UNTIL THE SUMMER SOLSTICE)
Once we enter the room I will do a look through the rubble looking to see if there's any traps initially and then start looking for anything interesting
Investigation 23
Once I have a good sense of the room I will head over to the door, and without touching anything on or near it I will then offer Portia assistance for her to check for traps on the door.
(You said the magic word - rubble)
GLYNT finds something of interest, or better yet something of interest finds him. Though he does not detect any traps, he does detect a GIANT RAT hiding in the rubble. It scurries out and attacks GLYNT swifter than swift.
GIANT RAT ATT 11 DMG 4
ROLL FOR INITIATIVE
GIANT RAT INITIATIVE 10
(Map Updated)
INITIATIVE 6
Xanth will move up and attack if there is room on his turn.
Attack: 19 Damage: 12
Off Hand Attack: 23 Damage: 5
(Go ahead with Round One actions as well. It shouldn't take too long to take out this lone Giant Rat.)
Portia init: 5
Round 1
Portia, still not fully awake from her sleep it seems, will run up alongside the rat, if it is still alive by her turn, taking a swipe with each shortsword. She is still groggy with the first swing (9), but the adrenaline has started to kick in (second 19 to hit, 6 damage)
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
My AC = 13 so that's a hit from the Giant Rat - might I say "OWW!!!!"
Initiative = 13
Attack (with Rapier) = Attack: 5 Damage: 6