During the rest, Pisgah also gives Rico the four vials of Shunn's poison to clean out and fill with ale from the open barrel that we can take to Durnen whenever we are ready to return to the Yawning Portal.
"Thank you all for stopping to rest, I needed that."
During their short rest, Canti pulls out her alchemy set and works on something privately. Toward the end of the hour, there's a tiny pop and a puff of smoke. She makes a noise of frustration and puts her tools away, mumbling darkly to herself.
OOC: Just setting up new abilities that will become available at Level 7.
Letting out a sigh, Pisgah gets up from the floor where he had been sitting, fills the 4 vials Rico cleaned with ale from the tapped cask, and moves the opened cask back to the room on the other side of the hallway. "Before we leave, it seems like maybe the mimics smelled the ale in the other room and ventured in there. I'll move the opened cask to that room so that if anything comes along and smells it they well be drawn there instead of the gold mine we have here in this room. Once I get the cask moved, are we ready to move on out and see what lies beyond the southern door?"
When Pisgah gets to the south door, he will take a listen (sadly without the ear horn this time), PERCEPTION roll of 21.
"ArdneK, check with the ear horn, what do you hear?"
When you get back to the hallway where you had fought the ballistae, it seems cleaned up somewhat. The parts of the weapons that were not destroyed completely have been removed by someone.
At the southern door, both ArdneK and Pisgah are in accord that there is nothing moving beyond.
When you get back to the hallway where you had fought the ballistae, it seems cleaned up somewhat. The parts of the weapons that were not destroyed completely have been removed by someone.
Are there gems back in the walls / ceiling? Wondering if the trap is re-arming itself.
It doesn't seem so. The gems that the party had taken out are still missing, darkening that part of the hallway.
Pisgah detects no traps on the door, thus opening it. Beyond, there is a very long and fairly narrow hallway that leads off west.
At the end of the hallway, there are stairs, similar to those you had already encountered when you moved from the first level to this one. They lead down into the darkness for a considerable distance. It's probably going to a few minutes of walking.
There is also a door that leads further south just short of the stairs.
[Because the hallway is long and featureless, I'll show the whole thing at once, even if the party would first need to walk a bit to see everything, also considering darkvision limitations.]
ArdneK does not hear any sounds either beyond the south door, nor down the stairs. Cold air streams up the steps, carrying just the faintest hint of stone dust and sea salt.
Belatedly, for discovering and securing the whole ale barrel section, everyone gets 600 XP. This should bring the total to 20160 if my own tracking is correct.
There are no traps to be found on the doors, so opened they are.
Beyond, another large room, comparing in size to the one you fought the ballistae in. The walls climb 15 feet, then angle inward to create a peaked, 30-foot-high ceiling. The sloped upper walls have more of the red glowing crystals set into them. As before, these crystals fill the hall with dim light.
The lower walls were once lined with carvings depicting dwarves pushing mine carts toward the west, but these works have been defaced and, in some cases, replaced with stony tentacles that protrude from the walls.
A 20-foot-tall double door stands closed at the west end of the hall. Carved into the walls flanking the double door stand armored dwarves, their stony beards flowing out of great helms that conceal their facial features.
There is a 10 feet wide passage that continues further to the south, ending in another door.
"Well, we certainly have a big payoff from the ale, if we can get it to the surface to sell, and may even have the funding to open a tavern if we wanted to settle down. I suspect there may be a similar payoff of some sort but to your question of it being worth it, that remains to be seen. I wonder if the stone dwarves or tentacles are magically activated?"
From the doorway, Pisgah stares down the hall looking for a similar telltale blood splatter like we saw in the hallway with the ballista. PERCEPTION roll of 22.
How far up the wall do the stone tentacles go? Are there any along the ceiling?
OOC: Here are the last few entries of the XP tracker. I am at 20380. I'll post the full table in the PM string. I think maybe the XP for dealing with the Mimics may have been doubled with the Ale Barrels but I still couldn't get that total to 20160, I was getting 20110. First column is page number, second is awarded XP, third is description.
96
1400
Rizzeryl and Wererats
99
200
Ballista
102
300
Brewing cauldron
104
270
Mimics
104
600
Mimics and Ale Barrels
Rollback Post to RevisionRollBack
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OOC: Shasher, ArdneK now has the Ear Horn so you can attune to it. Will give you ADV on audio perception rolls with it.
got it! thanks!
During the rest, Pisgah also gives Rico the four vials of Shunn's poison to clean out and fill with ale from the open barrel that we can take to Durnen whenever we are ready to return to the Yawning Portal.
"Thank you all for stopping to rest, I needed that."
During their short rest, Canti pulls out her alchemy set and works on something privately. Toward the end of the hour, there's a tiny pop and a puff of smoke. She makes a noise of frustration and puts her tools away, mumbling darkly to herself.
OOC: Just setting up new abilities that will become available at Level 7.
Letting out a sigh, Pisgah gets up from the floor where he had been sitting, fills the 4 vials Rico cleaned with ale from the tapped cask, and moves the opened cask back to the room on the other side of the hallway. "Before we leave, it seems like maybe the mimics smelled the ale in the other room and ventured in there. I'll move the opened cask to that room so that if anything comes along and smells it they well be drawn there instead of the gold mine we have here in this room. Once I get the cask moved, are we ready to move on out and see what lies beyond the southern door?"
When Pisgah gets to the south door, he will take a listen (sadly without the ear horn this time), PERCEPTION roll of 21.
"ArdneK, check with the ear horn, what do you hear?"
Do Pisgah and ArdneK hear the same thing?
Perception: 20
[probably the same thing! :)]
When you get back to the hallway where you had fought the ballistae, it seems cleaned up somewhat. The parts of the weapons that were not destroyed completely have been removed by someone.
At the southern door, both ArdneK and Pisgah are in accord that there is nothing moving beyond.
Pisgah will check the door for a trap and then open it.
PERCEPTION roll of 20.
Are there gems back in the walls / ceiling? Wondering if the trap is re-arming itself.
It doesn't seem so. The gems that the party had taken out are still missing, darkening that part of the hallway.
Pisgah detects no traps on the door, thus opening it. Beyond, there is a very long and fairly narrow hallway that leads off west.
At the end of the hallway, there are stairs, similar to those you had already encountered when you moved from the first level to this one. They lead down into the darkness for a considerable distance. It's probably going to a few minutes of walking.
There is also a door that leads further south just short of the stairs.
[Because the hallway is long and featureless, I'll show the whole thing at once, even if the party would first need to walk a bit to see everything, also considering darkvision limitations.]
"Theres always another door to tempt us, yeah yeah?" ArdneK says to Pisgah, nodding at the door before the stairs down to level three.
He'll give a listen at the door, and the stairs too.
Perception: 22
"Careful of more traps," Canti advises.
OOC: Just noticed this message didn't get posted, so this is out of order.
Rico will thoroughly clean the vials before refilling them from the open barrel.
Marking off an additional torch for the short rest.
ArdneK does not hear any sounds either beyond the south door, nor down the stairs. Cold air streams up the steps, carrying just the faintest hint of stone dust and sea salt.
👍
Pisgah checks the door for traps. PERCEPTION roll of 17. If a trap is found, will ask ArdneK or Rico to disarm, then will open the door.
Belatedly, for discovering and securing the whole ale barrel section, everyone gets 600 XP. This should bring the total to 20160 if my own tracking is correct.
There are no traps to be found on the doors, so opened they are.
Beyond, another large room, comparing in size to the one you fought the ballistae in. The walls climb 15 feet, then angle inward to create a peaked, 30-foot-high ceiling. The sloped upper walls have more of the red glowing crystals set into them. As before, these crystals fill the hall with dim light.
The lower walls were once lined with carvings depicting dwarves pushing mine carts toward the west, but these works have been defaced and, in some cases, replaced with stony tentacles that protrude from the walls.
A 20-foot-tall double door stands closed at the west end of the hall. Carved into the walls flanking the double door stand armored dwarves, their stony beards flowing out of great helms that conceal their facial features.
There is a 10 feet wide passage that continues further to the south, ending in another door.
"Looks like the ballista hallway all over again. The question is, is this one worth it too?" the kobold asks the group.
"If this hallway leads to a bounty as profitable as the last, it sure would be," Canti replies.
"Well, we certainly have a big payoff from the ale, if we can get it to the surface to sell, and may even have the funding to open a tavern if we wanted to settle down. I suspect there may be a similar payoff of some sort but to your question of it being worth it, that remains to be seen. I wonder if the stone dwarves or tentacles are magically activated?"
From the doorway, Pisgah stares down the hall looking for a similar telltale blood splatter like we saw in the hallway with the ballista. PERCEPTION roll of 22.
How far up the wall do the stone tentacles go? Are there any along the ceiling?
OOC: Here are the last few entries of the XP tracker. I am at 20380. I'll post the full table in the PM string. I think maybe the XP for dealing with the Mimics may have been doubled with the Ale Barrels but I still couldn't get that total to 20160, I was getting 20110. First column is page number, second is awarded XP, third is description.