K makes it across the crevasse, his toes meeting solid ground and regaining his balance on the west side. You are now out of movement and bonus action for the round.
K stops. "Hold up Ash! He's gone. We need to get the Dendrars out of here. Maybe we can find clues in his chambers. He did leave in a hurry; perhaps he's left something behind that will help us."
Ash stops, looks back at K and back at the empty tunnel exit a long way away, and sighs heavily. "I hate when they get away." He walks back to K.
Badger catches up to them. "Yes, I think you're right, both of you. Let's go get that family to safety and then search the chambers."
You return to the cells in your red robes and walk out with the three Dendrars, who are also wearing red robes. You walk them out the secret tunnel and far enough towards the Alderleaf farm that you feel confident they're safe. Mirna thanks you kindly.
You return to the wizard's chambers without incident and search the room. Various papers and notes are stacked neatly on the desk, mostly consisting of Glasstaff's written orders to apothecaries and alchemists in nearby settlements for more materials for his workshop. You also find a letter signed with a black spider symbol.
It is signed only with the emblem of a black spider.
The open chest contains 148 gp and a silk pouch containing five gems (10 gp each) and one pearl (100 gp). It also contains a scroll of charm person and a scroll of fireball.
Ash will grab them gems and pearl and give the gold to Badger, again keeping 5gp for himself and handing 5gp to K. He hands the scrolls to Badger, assuming he can use them.
K: "This letter calls Glasstaff 'Iarno' and 'Lord Albrek,' so I think that answers our question about what happens to him. We should share this letter with Sir Hallwinter."
Badger is ready to return to the Townmaster's Hall with the information.
Sir Hallwinter is pleased to learn of Albrek's whereabouts, though of course not happy that he has turned against the Lord's Alliance and is apparently in league with some shadowy spider figure. He tells he'll continue to work on keeping Phandalin afloat while using his network to find information about this spider character. He also gives you a roughly-drawn map of an area north of Triboar Trail. "There is where you may find Cragmaw Castle and, gods willing, our friend Gundren. Please, do not delay in rescuing our friend; he has an important role in this town's future."
He gives you 200 gp for eliminating the Redbrand threat.
You have all leveled up to level 3! You also gain a short rest.
It's a full day's travel along trails and then through some thick wood to find Cragmaw Castle. You'll need to camp before you leave the Triboar Trail.
How do you plan to set up camp? Will you keep watch or risk a full night's uninterrupted sleep? Is there anything you want to do while traveling, while camping, or overnight?
K takes any opportunity during downtime to meditate. He'll march in the back, per usual. He suggests sleeping over 12 hours with each taking a 4 hour watch so they can all get a long rest. He'll take middle watch.
Badger will march in the middle, per usual, and take first watch so he can wear his armor while doing it, ask K for help getting it off while changing over shifts, and ask K for help again in getting it back on in the morning. During downtimes, he will kneel in prayer to Tyr, thanking him for his blessings and guidance in this mission to bring justice for Sir Hallwinter, Gundren Rockseeker, the Dendrars, and the people of Phandalin.
Ash will march in front and take last watch. At their first rest while marching, he'll walk off a ways to try his flute. He quickly gets frustrated with it and stops.
You're able to travel all the way to Cragmaw Castle without any dangerous encounters (and luckily so given those mostly subpar perception rolls, haha). You all achieve a long rest.
The castle consists of seven crumbling towers of different sizes and heights, but the upper stories are all in varying states of collapse. A short flight of steps leads up to a terrace in front of the main entryway. Past the wreckage of a pair of sundered doors lies a shadowed hall. Round towers loom over the entranceway, with dark arrow slits looking down on the terrace.
Kristofferson, crouching behind a shrub, looking at the front of the castle, says, "I don't like the look of those arrows slits. Can we be sure we won't be seen before we get to the doors?"
Badger: "Do we wait until night to sneak forward? Though that won't matter for watchers with dark vision, and it'll put you two at a disadvantage."
Ash: "I've been studying my rogue abilities and have some new tricks up my sleeve. I could create a little illusion of something running into the door. We would see if anything reacts and, if something does, maybe they'll be distracted enough that we can get to the door."
Badger: "Yeah, that sounds like it's worth a shot." He gets ready to run to the door when Ash and K start running.
K: "Make it something threatening but not too scary so, if anyone is watching, they'll leave their post to attack it."
Ash: "Hmm. It has to be smaller than 5', or I would try Sir Hallwinter with a flaming magic sword. How about a short Sir Hallwinter with a flaming magic sword?"
K shrugs and nods. He gets ready to run.
Ash casts minor illusion to make a silent, short Sir Hallwinter rush at the door with a flaming shining sword drawn. Once it is nearly 30' ahead, he starts running and keeps it about 30' ahead of him.
Ash: Welp, I guess this is just Ash learning his new abilities. I suppose he initially casts a short Sir Hallwinter in the woods to start running out, but it just sits there for a minute. He then tries starting it 30' away in the opening, before thinking better of it.
After multiple failed attempts to get his new magic spell to work, Ash casts the minor illusion of an open wooden chest filled with gold coins, gems, and a variety of fresh meats and fruit, sitting free for the taking in the middle of the yard.
He readies his shortbow for a hidden sneak attack on the first hostile creature to touch the illusion.
K readies a dart throw at a second hostile creature, should there be one, as soon as Ash fires.
Badger readies a handaxe throw at the same second hostile creature at the same time as K.
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K backs up and runs, using a Ki point to use Step of the Wind to jump twice his normal distance to make it across the crevasse. Does he make it?
K makes it across the crevasse, his toes meeting solid ground and regaining his balance on the west side. You are now out of movement and bonus action for the round.
Hoping that the mage is still within range, K throws a single dart. (22 to hit, 4 piercing)
Ash runs and Dashes south in to the tunnel (for a total of 50' of movement).
Badger runs and Dashes up and around the northern bridge (for a total of 60' of movement).
The mage runs, dashes, and misty steps another 90' out of the tunnel and (because of the teleportation) in a direction you don't know.
K is up!
K stops. "Hold up Ash! He's gone. We need to get the Dendrars out of here. Maybe we can find clues in his chambers. He did leave in a hurry; perhaps he's left something behind that will help us."
Ash stops, looks back at K and back at the empty tunnel exit a long way away, and sighs heavily. "I hate when they get away." He walks back to K.
Badger catches up to them. "Yes, I think you're right, both of you. Let's go get that family to safety and then search the chambers."
Combat has ended.
You return to the cells in your red robes and walk out with the three Dendrars, who are also wearing red robes. You walk them out the secret tunnel and far enough towards the Alderleaf farm that you feel confident they're safe. Mirna thanks you kindly.
You return to the wizard's chambers without incident and search the room. Various papers and notes are stacked neatly on the desk, mostly consisting of Glasstaff's written orders to apothecaries and alchemists in nearby settlements for more materials for his workshop. You also find a letter signed with a black spider symbol.
It is signed only with the emblem of a black spider.
The open chest contains 148 gp and a silk pouch containing five gems (10 gp each) and one pearl (100 gp). It also contains a scroll of charm person and a scroll of fireball.
Ash will grab them gems and pearl and give the gold to Badger, again keeping 5gp for himself and handing 5gp to K. He hands the scrolls to Badger, assuming he can use them.
K: "This letter calls Glasstaff 'Iarno' and 'Lord Albrek,' so I think that answers our question about what happens to him. We should share this letter with Sir Hallwinter."
Badger is ready to return to the Townmaster's Hall with the information.
Sir Hallwinter is pleased to learn of Albrek's whereabouts, though of course not happy that he has turned against the Lord's Alliance and is apparently in league with some shadowy spider figure. He tells he'll continue to work on keeping Phandalin afloat while using his network to find information about this spider character. He also gives you a roughly-drawn map of an area north of Triboar Trail. "There is where you may find Cragmaw Castle and, gods willing, our friend Gundren. Please, do not delay in rescuing our friend; he has an important role in this town's future."
He gives you 200 gp for eliminating the Redbrand threat.
You have all leveled up to level 3! You also gain a short rest.
Ash uses a hit die to get back to full health.
K: "Do we need anything from Barthen's or Lionshield before we head out?"
Badger: "Nope, let's start towards the castle so we get there before nightfall."
It's a full day's travel along trails and then through some thick wood to find Cragmaw Castle. You'll need to camp before you leave the Triboar Trail.
How do you plan to set up camp? Will you keep watch or risk a full night's uninterrupted sleep? Is there anything you want to do while traveling, while camping, or overnight?
K takes any opportunity during downtime to meditate. He'll march in the back, per usual. He suggests sleeping over 12 hours with each taking a 4 hour watch so they can all get a long rest. He'll take middle watch.
Badger will march in the middle, per usual, and take first watch so he can wear his armor while doing it, ask K for help getting it off while changing over shifts, and ask K for help again in getting it back on in the morning. During downtimes, he will kneel in prayer to Tyr, thanking him for his blessings and guidance in this mission to bring justice for Sir Hallwinter, Gundren Rockseeker, the Dendrars, and the people of Phandalin.
Ash will march in front and take last watch. At their first rest while marching, he'll walk off a ways to try his flute. He quickly gets frustrated with it and stops.
We'll break this travel into three parts: the walk to and along the Triboar Trail, the camp, and travel in the woods to Cragmaw Castle.
I'll need a 3 Perception checks from each of you.
K perception: 4, 13, 5
Ash perception: 13, 12, 15
Badger perception: 11, 7, 7
You're able to travel all the way to Cragmaw Castle without any dangerous encounters (and luckily so given those mostly subpar perception rolls, haha). You all achieve a long rest.
The castle consists of seven crumbling towers of different sizes and heights, but the upper stories are all in varying states of collapse. A short flight of steps leads up to a terrace in front of the main entryway. Past the wreckage of a pair of sundered doors lies a shadowed hall. Round towers loom over the entranceway, with dark arrow slits looking down on the terrace.
Map:
The rubbled walls act as normal walls.
Kristofferson, crouching behind a shrub, looking at the front of the castle, says, "I don't like the look of those arrows slits. Can we be sure we won't be seen before we get to the doors?"
Badger: "Do we wait until night to sneak forward? Though that won't matter for watchers with dark vision, and it'll put you two at a disadvantage."
Ash: "I've been studying my rogue abilities and have some new tricks up my sleeve. I could create a little illusion of something running into the door. We would see if anything reacts and, if something does, maybe they'll be distracted enough that we can get to the door."
Badger: "Yeah, that sounds like it's worth a shot." He gets ready to run to the door when Ash and K start running.
K: "Make it something threatening but not too scary so, if anyone is watching, they'll leave their post to attack it."
Ash: "Hmm. It has to be smaller than 5', or I would try Sir Hallwinter with a flaming magic sword. How about a short Sir Hallwinter with a flaming magic sword?"
K shrugs and nods. He gets ready to run.
Ash casts minor illusion to make a silent, short Sir Hallwinter rush at the door with a flaming shining sword drawn. Once it is nearly 30' ahead, he starts running and keeps it about 30' ahead of him.
Unfortunately, minor illusion is a cantrip, and is not a powerful enough spell to move and control.
Ash: Welp, I guess this is just Ash learning his new abilities. I suppose he initially casts a short Sir Hallwinter in the woods to start running out, but it just sits there for a minute. He then tries starting it 30' away in the opening, before thinking better of it.
Unfortunately, minor illusion can only create the image of an object, not a creature.
After multiple failed attempts to get his new magic spell to work, Ash casts the minor illusion of an open wooden chest filled with gold coins, gems, and a variety of fresh meats and fruit, sitting free for the taking in the middle of the yard.
He readies his shortbow for a hidden sneak attack on the first hostile creature to touch the illusion.
K readies a dart throw at a second hostile creature, should there be one, as soon as Ash fires.
Badger readies a handaxe throw at the same second hostile creature at the same time as K.