John finishes his reequip by drawing his sword steps forward to stab the Quaggoth in its back then spins around and shoots it in the head with his hand bow
Nyli looks at the dead creature "Somebody is bound to notice a dead monster of this size sooner or later. I suggest we move quickly." She pulls a potion of healing from her pack, and administers it to Dunkin.
For Dunkin, the darkness falls away like a curtain. He’s staring up at a twilight sky and Nyli. A quick system check reveals no major wounds, but plenty of bruises. Realizing his friend saved him, he’s grateful. “Thank you, Nyli. I owe you one. Did we kill the thing?”
Seeing Dunkin up and about, Vasha nods in agreement with Nyli. Reaching into his pouch he pulls out his own healing potion and downs it with a gulp. Wiping his mouth with the back of his hand he simply mutters, “Ready,” before turning back towards the depths of the castle.
With Chase and Doldek following, Vasha crosses the north storage room (passing a closed door to the east) and pushes past the curtain.
They find the hallway where the quaggoth had been. There are doors on either end and another curtain directly opposite the one through which they entered. There is dim light shining from under the east door, but not the west, nor from under the curtain.
OOC:
@Ophiuchu5: Chiro can slip by the south curtain, but it'll have trouble with any of the three doors. If you want to find gaps in the interior walls, I'll need an Intelligence (Investigation) check. Subtracting the result from 20 will be how many minutes it takes to find a gap a Tiny creature can slip through.
The interior hallway is quiet. The gnomes in particular make almost no sound at all.
Doldek (through Chiro) hears ominous, erratic chanting in Goblin coming through the door of the room to the west. Although it's faint, he can catch phrases such as, "Praise Maglubiyet!""Blood sacrifice," and "Five nights hence." There are no sounds of footsteps approaching. Whoever is doing this chanting is staying where they are, at least for now. The door likely opens into whatever room lies beyond. (The same is true for the east door in this hallway—it opens away from your current location.)
Dunkin finds that the crates and barrels in the north room are filled with food. One barrel is half-filled with rotten apples. Another sack is filled with potatoes (and bugs). A few other containers contain equally disgusting foods. The door on the east side of the room is quiet and no light shines from under it. Its hinges show that it opens towards the storage room.
If the party waits in the central hallway for five minutes:
You hear the creak of a door opening beyond the south curtain of the central hallway. A few seconds later, a single goblin wearing a filthy apron pushes open the curtain and sees you all standing there. It screams and turns to run away.
If it does not see you, it heads to the storage room and screams bloody murder when it sees the corpse of the quaggoth.
OOC:
My current impression is that the most of the party plans to stay put for now. I'll need a DC 4 Dexterity (Stealth) check from anyone who remains in this hallway for more than 30 seconds and less than 5 minutes. Doldek, Nyli, and Dunkin's previous rolls count for this check. Chiro does not need to roll.
John finishes his reequip by drawing his sword steps forward to stab the Quaggoth in its back then spins around and shoots it in the head with his hand bow
Sword 20 to hit 9 damage
BA hand bow 16 to hit 9 damage.
Seeing the severely wounded creature thoroughly destroyed by the other party members, Vasha pauses a moment to try to stop Dunkin from bleeding out.
Medicine 10
Chase will help Vasha, and give him guidance to check over and bandage up Dunkin.
1 for Guidance brings Medicine to 11
And help for advantage…
The quaggoth falls to the ground with a thud. Its blood flows down the footpath away from the castle.
Thanks to Chase and Vasha's efforts, Dunkin is no longer in mortal danger, but he remains unconscious.
There are 50 minutes left until dark.
OOC:
How long do you all stay by the castle's north entrance?
Dunkin will be unconscious for 1d4 hours unless he somehow recovers HP. I'll need that roll from @H20_Keeper
Dunkin’ will be unconscious for 3 hours.
OOC:
1d4=3
Nyli looks at the dead creature "Somebody is bound to notice a dead monster of this size sooner or later. I suggest we move quickly." She pulls a potion of healing from her pack, and administers it to Dunkin.
Dunkin gains 9 HP.
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
For Dunkin, the darkness falls away like a curtain. He’s staring up at a twilight sky and Nyli. A quick system check reveals no major wounds, but plenty of bruises. Realizing his friend saved him, he’s grateful. “Thank you, Nyli. I owe you one. Did we kill the thing?”
Seeing Dunkin up and about, Vasha nods in agreement with Nyli. Reaching into his pouch he pulls out his own healing potion and downs it with a gulp. Wiping his mouth with the back of his hand he simply mutters, “Ready,” before turning back towards the depths of the castle.
(Use Potion of Healing for 8 hp)
Chase follows Vasha as he heads into Cragmaw castle.
Doldek telepathically commands Chiro to scout ahead as he takes a position behind Chase.
With Chase and Doldek following, Vasha crosses the north storage room (passing a closed door to the east) and pushes past the curtain.
They find the hallway where the quaggoth had been. There are doors on either end and another curtain directly opposite the one through which they entered. There is dim light shining from under the east door, but not the west, nor from under the curtain.
OOC:
@Ophiuchu5: Chiro can slip by the south curtain, but it'll have trouble with any of the three doors. If you want to find gaps in the interior walls, I'll need an Intelligence (Investigation) check. Subtracting the result from 20 will be how many minutes it takes to find a gap a Tiny creature can slip through.
Map:
John collects his bolts and moves to follow Chase and Vasha. Sword and hand bow at the ready.
"Be on your toes friends there are more beasts in this castle"
Nyli follows Vasha, keeping a couple of steps behind and doing her best to stay in the shadows, with an arrow nocked.
Stealth 19
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
Doldek commands Chiro to listen at the door facing west while he tries to remain silent.
Stealth 19
Dunkin brings up the rear, still shaking off the effects of the quaggoth attack. He quietly investigates the anteroom as he goes.
OOC:
Stealth 12
Perception 10
The interior hallway is quiet. The gnomes in particular make almost no sound at all.
Doldek (through Chiro) hears ominous, erratic chanting in Goblin coming through the door of the room to the west. Although it's faint, he can catch phrases such as, "Praise Maglubiyet!" "Blood sacrifice," and "Five nights hence." There are no sounds of footsteps approaching. Whoever is doing this chanting is staying where they are, at least for now. The door likely opens into whatever room lies beyond. (The same is true for the east door in this hallway—it opens away from your current location.)
Dunkin finds that the crates and barrels in the north room are filled with food. One barrel is half-filled with rotten apples. Another sack is filled with potatoes (and bugs). A few other containers contain equally disgusting foods. The door on the east side of the room is quiet and no light shines from under it. Its hinges show that it opens towards the storage room.
If the party waits in the central hallway for five minutes:
You hear the creak of a door opening beyond the south curtain of the central hallway. A few seconds later, a single goblin wearing a filthy apron pushes open the curtain and sees you all standing there. It screams and turns to run away.
If it does not see you, it heads to the storage room and screams bloody murder when it sees the corpse of the quaggoth.
OOC:
My current impression is that the most of the party plans to stay put for now. I'll need a DC 4 Dexterity (Stealth) check from anyone who remains in this hallway for more than 30 seconds and less than 5 minutes. Doldek, Nyli, and Dunkin's previous rolls count for this check. Chiro does not need to roll.
Chase’s Stealth with disadvantage 14
Vasha lurks quietly in the shadows until the unfortunate goblin comes within his reach before bringing his greatsword down on the top of its head.
Stealth 17
Attack 23, Damage 14