Ash tries to pick the lock to the northern cell. Sleight of hand: 12
Badger says, "Mirna Dendrar, we will get you to safety, but we cannot leave this place without confronting the wizard. It will be safest for you to stay here until we are done, but I understand your fears. If we leave you here with unlocked doors, so you can leave should we not return, will that suit you? Stay for a short while and expect us to return? If not, you must follow us and risk harm from a wizard or other Redbrands we have not yet seen."
K returns with the extra cloak.
Ash picks the lock to the southern door. Sleight of hand: 13
Badger suggests that Ash, with his stealth and lock picking skills, lead the way while Badger follows in order to be the first to bust in and attract the brunt of any attacks, which he hopes to withstand with his armor. Stealth: 4
Ash nods and starts back to the wizard's room. Stealth: 27 (crit!)
You're in a short passage off the cavern at the door Kellen said was the wizard's room. To the south is the door back to the common room and six ruffian corpses.
You rush in to a room that appears to be a wizard's workshop. A rat scurries across the floor and takes refuge under a large worktable set up with alembics, retorts, distillation coils, and other alchemical devices, all of it stewing and bubbling away. Bookshelves are crowded with sheaves of parchment and strange-looking tomes. There's another door to the east.
You rush in to the next room. The walls of this bedchamber are covered with drapes of scarlet cloth. The furnishings include a small writing desk with matching chair, a comfortable-looking bed, and an open wooden chest at the foot of the bed.
You see a short figure in robes rushing through a section of the east wall—a secret door. He is out before you can react.
It's a chase! The short robed man continues to dash south through the cavern. None of you have a chance to get off a good ranged shot without also dashing and so losing your attack action.
Yes. K shows incredible monk-speed and manages to get ahead of the fleeing mage, but is out of actions to do anything else on that turn. That does change the mage's calculus, however.
Map:
The mage stops running and breathes heavily. "Well you're a fast one." He looks back at the others chasing him. "My good gentlemen, let us put aside this," he breathes heavily, still trying to catch his breath, "unpleasant business and have a civilized chat. Shall we return to my more comfortable chambers or catch a cold in this drafty cavern?"
Badger hurries to catch up. He's not sure to accept sitting in the cavern where the eye monster can tell him nasty things or risk returning ruffians or bugbears interfering, or to risk the mage having tricks up his sleeve in the chambers. He pulls out his rope. "We've caught a mage instead of a cold it seems. Do be so kind as to hold out your wrists?"
Ash crosses the bridge west to get eyes on the mage. He readies a shortbow attack should the mage try to flee, attack, or resist.
The mage sighs heavily at the rope, and then looks annoyed at Ash as well. "Okay. I understand the reasoning. Hard to trust someone who flees." He holds out his wrists for you to tie.
As you make the first loop, he casts misty step, vanishing from his position, a layer of fine mist spraying both K and Badger.
K: Your grapple is triggered, but there is nothing to grapple.
Ash: Your shortbow attack is triggered, but you do not see the mage, who has total cover from you.
Glasstaff says: "It has been a pleasure to have you as guests. Cheers." He has teleported across the crevasse, south of a column to protect him from Ash. He then uses his movement and action to Dash south through the tunnel.
Ash: You do see a glimpse of him as he flees, but you have disadvantage because of the teleporting target (and so a sudden shift in where you were aiming) and he has half cover from the column. Make your shortbow attack.
K, before you can use your Ki to channel more monk speed, when you step on the southern bridge, it collapses. Because of your light weight, it takes an extra split second to collapse, so I'll grant you a Dex save to see if you avoid falling in with the bridge and manage instead to stay on the east side of the crevasse.
Ash tries to pick the lock to the northern cell. Sleight of hand: 12
Badger says, "Mirna Dendrar, we will get you to safety, but we cannot leave this place without confronting the wizard. It will be safest for you to stay here until we are done, but I understand your fears. If we leave you here with unlocked doors, so you can leave should we not return, will that suit you? Stay for a short while and expect us to return? If not, you must follow us and risk harm from a wizard or other Redbrands we have not yet seen."
K returns with the extra cloak.
Ash picks the lock to the southern door. Sleight of hand: 13
Ash: Both doors pop open after a few short minutes of effort.
Mirna looks pained as she fights her ambivalence. "Ok. We can stay here. If you don't return, we must run ourselves. Gods, please do return."
The boy says plaintively, "But Mama!"
Mirna: "Shush, Nars. It is for the best. You must be brave a little while longer."
The girl again hugs her mother tight.
Badger suggests that Ash, with his stealth and lock picking skills, lead the way while Badger follows in order to be the first to bust in and attract the brunt of any attacks, which he hopes to withstand with his armor. Stealth: 4
Ash nods and starts back to the wizard's room. Stealth: 27 (crit!)
K also nods and follows Badger. Stealth: 19
You're in a short passage off the cavern at the door Kellen said was the wizard's room. To the south is the door back to the common room and six ruffian corpses.
K listens at the door to the wizard's room. Perception: 6. He nods that it's clear to move in.
Ash checks the door (Sleight of hand if it's locked: 15) and opens it.
Badger rushes in.
You rush in to a room that appears to be a wizard's workshop. A rat scurries across the floor and takes refuge under a large worktable set up with alembics, retorts, distillation coils, and other alchemical devices, all of it stewing and bubbling away. Bookshelves are crowded with sheaves of parchment and strange-looking tomes. There's another door to the east.
Map:
K immediately goes to listen at the other door. Perception: 8
Badger waits for K's sign.
Ash waits as well, ready to push forward or hold tight and investigate this room.
K: You hear nothing at the door.
K motions to keep going.
Badger rushes in.
You rush in to the next room. The walls of this bedchamber are covered with drapes of scarlet cloth. The furnishings include a small writing desk with matching chair, a comfortable-looking bed, and an open wooden chest at the foot of the bed.
You see a short figure in robes rushing through a section of the east wall—a secret door. He is out before you can react.
Map:
Badger shouts, "Albrek! Stop! We're here for Sir Hallwinter!" He pursues the wizard, dashing if necessary.
Ash follows.
K follows.
It's a chase! The short robed man continues to dash south through the cavern. None of you have a chance to get off a good ranged shot without also dashing and so losing your attack action.
Initiative
Actually, in the round before, can K spend a Ki point to use Step of the Wind as a bonus action and Dash a second time to catch up?
Yes. K shows incredible monk-speed and manages to get ahead of the fleeing mage, but is out of actions to do anything else on that turn. That does change the mage's calculus, however.
Map:
The mage stops running and breathes heavily. "Well you're a fast one." He looks back at the others chasing him. "My good gentlemen, let us put aside this," he breathes heavily, still trying to catch his breath, "unpleasant business and have a civilized chat. Shall we return to my more comfortable chambers or catch a cold in this drafty cavern?"
K readies a grapple should the mage try to flee.
Badger hurries to catch up. He's not sure to accept sitting in the cavern where the eye monster can tell him nasty things or risk returning ruffians or bugbears interfering, or to risk the mage having tricks up his sleeve in the chambers. He pulls out his rope. "We've caught a mage instead of a cold it seems. Do be so kind as to hold out your wrists?"
Ash crosses the bridge west to get eyes on the mage. He readies a shortbow attack should the mage try to flee, attack, or resist.
The mage sighs heavily at the rope, and then looks annoyed at Ash as well. "Okay. I understand the reasoning. Hard to trust someone who flees." He holds out his wrists for you to tie.
As you make the first loop, he casts misty step, vanishing from his position, a layer of fine mist spraying both K and Badger.
K: Your grapple is triggered, but there is nothing to grapple.
Ash: Your shortbow attack is triggered, but you do not see the mage, who has total cover from you.
Glasstaff says: "It has been a pleasure to have you as guests. Cheers." He has teleported across the crevasse, south of a column to protect him from Ash. He then uses his movement and action to Dash south through the tunnel.
Ash: You do see a glimpse of him as he flees, but you have disadvantage because of the teleporting target (and so a sudden shift in where you were aiming) and he has half cover from the column. Make your shortbow attack.
Then, K is up!
Map:
Ash readied shortbow attack: 14 to hit, 7 piercing
K gives chase. Does he catch up without Step of the Wind? Else he'll use it to pass and get within melee again.
Ash's arrow hits its target.
K, before you can use your Ki to channel more monk speed, when you step on the southern bridge, it collapses. Because of your light weight, it takes an extra split second to collapse, so I'll grant you a Dex save to see if you avoid falling in with the bridge and manage instead to stay on the east side of the crevasse.
K Dex save: 20
K: You manage to avoid falling in. You have only used movement this turn.