As the Air Elemental slips under the door, Dunkin/Brown Bear snorts with glee imagining the chaos about to ensue on the other side. At Chase's guiding touch beside him he also realizes the door may be a lesser impediment now if they work together. He stands and places his front paws on the door, and turns to look at Chase.
OOC:
If Chase places his hands on the door - "combined" strength check to throw it open while not stepping through into the whirlwind (8+4+2,with guidance = 14)
If Chase doesn't, Dunkin drops back to all fours waiting for the elemental to do it's worst.
The air elemental passes under the door with ease. From the other side, you hear a cacophony of crashes and unpleasant snapping sounds. The door swings open—and off its hinges, flying forward and clattering across the floor ahead of you.
Inside, you can imagine how this chamber had once been set up: thick furs thrown on the floor to serve as carpets, old trophies hanging on the walls, a large chair to the east, and a brazier of coals burning brightly. A round table with several chairs stands to the south near the door.
At present, however, all that furniture is strewn about, much of it broken in pieces. The brazier has been tipped and coals spilled, luckily not near anything flammable. Two hobgoblin guards lie slumped against opposite walls, each with many broken bones. Opposite the doorway, a bugbear and a wolf lie on the bare, stone floor. They are both still breathing, but aren't getting up. At the bugbear's side is a very ornate longsword with the emblem of Neverwinter worked into its hilt.
A DC 0 Intelligence (Investigation) check reveals:
King Grol seems to have ended up claiming Sildar Hallwinter's sword for himself. It is a weapon fit for a king, apparently.
Also on Grol’s person is a stitched leather sack containing 220 sp, 160 ep, and three potions of healing.
If anyone enters the "throne room" they see another door (unlocked) to the north. Inside, on the floor, is. . .
. . .an unconscious dwarf who looks badly beaten. It is your friend, Gundren, and he is alive.
Monsters:
Hobgoblin E failed strength save vs whirlwind --> 17 bludgeoning damage (dead)
Hobgoblin G failed strength save vs whirlwind --> 17 bludgeoning damage (dead)
King Grol failed strength save vs whirlwind --> 17+1 bludgeoning damage (27/45 HP) (prone)
Snarl failed strength save vs whirlwind --> 17 bludgeoning damage (1/18 HP) (prone)
OOC:
I rolled a 2, two 4s, and a 6 on those saves. It's probably for the best. Seeing as they're the only ones left and there's an air elemental on your side, Grol and Snarl will not initiate combat with you at this time.
Map:
Gundren is unconscious and tied up but stable at 0 HP. He's in the area that's still blacked out.
Dunkin enters the room and faces the prone bugbear and wolf, a growl deep in his chest, as Nyli attends to Gundren. He intends to stay in bear shape a bit longer. With a flick of his paws he pulls the long sword and leather pouch away from King Grol, sliding them towards his friends.
Chase would definitely pushed with bear Dunkin to throw open the door and if allowed climbed up for mounted combat (only if DM and Dunkin are cool with that)
A second after Nyli casts her healing spell, Gundren's eyes open. He blinks. "Nyli!" he cries out. "Thank the gods! Thank you!" He tries to sit up but cannot. "Get these ropes off me, please."
One of the next questions out of his mouth is, "Is Sildar all right? We were separated. . ."
OOC:
This is just an update on Gundren. Per our new 48 hour rule, Ophiuchu5 has another day to post for Doldek and the air elemental before I continue on. There won't be any combat in the throne room, at least for now. It's up to you what to do with King Grol and his pet wolf. They still defend against attacks (Grol has 14 AC without a shield), but do not dare attack you, especially now that Grol is unarmed.
With Dunkin's permission, Chase may climb aboard, though it's already a tight squeeze through the doorway. In case you ever want to climb onto a monster, you may use the rules for Action Options: Climb onto a Bigger Creature (Dungeon Master's Guide p. 271).
Image:
At present, Gundren does not look quite as put-together as he does in this picture.
At the sound of Gundren's voice, and the cowed appearance of King Grol and his pet, Dunkin/Brown Bear tests the air wondering if other enemies are moving in but doesn't smell anything (Perception Check = 4). "High time we get outta here," he thinks. "King Grol and Klarg both hanging from the same tree also has a nice ring to it."
Doldek commands the Elemental to cease hostile actions but move into King Grol's space. To Gundren "Are you able to make the journey back to Phandalin?"
As Nyli unties Gundren, she notices that he looks thin and doesn't smell very good. The ropes have left marks on his skin. He likely hasn't been untied, bathed, fed, or otherwise cared for a few days at least. Gundren says, "Aye, Doldek, to get away from here, I'd run all night. Do you have any food or water—or better, ale? I am feeling a little bit shaky."
Gundren stands, leaning on the two gnomes (or the wall) for support. He is shaky, but shaky for a dwarf is still pretty solid. If given food and water, he tells you all, "Yes, we must return to Phandalin as quickly as possible. Those—I don't know who—someone took my map, which means they've found it by now. Listen, friends, my brothers and I found something big up in the hills. We'll become rich if we can take it back—that includes you all, too, if you'll help me." He doesn't say anything more in King Grol's presence.
Meanwhile, King Grol looks in horror as the air elemental approaches. In the moment before the whirlwind engulfs him, he says, "Just you wait until my army gets here. . ."
If you interrogate King Grol, a DC 12 Charisma (Intimidation) check (made with advantage because of the Air Elemental's help) or Wisdom (Insight) check reveals:
King Grol is confident his remaining forces, though scattered, will come to rescue him. He is less confident that they will actually succeed in saving his life. He tells you there's a patrol due to return at nightfall (very soon), in addition to whatever guards you haven't killed within the castle.
King Grol had been negotiating with a male drow he knew as The Black Spider before you interrupted them. The Black Spider had been seeking to hire Cragmaw goblins and hobgoblins to guard a cave in the southwest. If told, Gundren can confirm that the cave in question is located on his claim, but won't reveal more details right now.
If you want to kill or capture King Grol, there is no check required. You can reuse the ropes that had held Gundren.
OOC:
Gundren has one level of exhaustion and he won't be able to help much in a fight, but can otherwise travel normally.
It's about to get dark. There's light in these rooms from the overturned brazier.
Chase gives Gundren his flask, “Let’s get out of here and kings are accountable for there commands, King Grol deserves a swift execution! If he’s right and forces are headed here we ought to make haste.”
Chase readies to either help Gundren or lead the way out.
Nyli looks at King Grol and the wolf. "I think he will be more trouble than he's worth" she indicates Grol "but I see no reason to harm the wolf. It's no threat to us at the moment."
Lowering her voice she says to Gundren "The drow escaped into the woods with a couple of goblins."
Hearing his companions, and with a final snort towards Grol, Dunkin/Brown Bear turns and ambles out the North storeroom door ready to return to Phandalin.
OOC:
How much longer can I assume my Wildshape will last?
It's only been a few minutes, so Dunkin's wildshape (and Doldek's Air Elemental summoning) will last up to 55 more minutes. It's not enough time to get out of the forest, but you can certainly put some distance between yourselves and the castle in that time.
Let’s move like the wind, can the air elemental carry us or would that be dangerous? Maybe Gundren could be carried by bear Dunkin to make haste out of here.
According to the rules, the air elemental is strong enough to carry up to 420 lbs. and still move at full speed (90 ft.) and can grapple one creature at a time. According to The Wizard of Oz, when Dorothy was in the cyclone, she "felt as if she were being rocked gently, like a baby in a cradle."
So I will say yes, the air elemental can carry one or two of you and it will be a very pleasant and safe ride (as long as Doldek doesn't lose concentration on the summoning spell)
Whatever your method of transportation, you exit the castle without incident. The sky is dark and cloudy; snowflakes filter through the forest canopy but do not accumulate on the ground. Nyli is the last to leave through the north exit. Just before she does so, she hears loud, distant knocking coming from the south door at the other end of the castle, and several hobgoblins shout in Goblin, "Open up! Hello? We're back."
If you move quickly and quietly, you all can be gone before these hobgoblins know something is amiss. If someone looks, there are three hobgoblins and two wolves.
It would take all night for you to go the whole way back to Phandalin if you don't stop. Gundren urges you to travel through the night. If you do not stop, you will take a level of exhaustion at dawn just before you arrive in town. If you do stop and choose camp for the night somewhere in the Neverwinter Woods, soon after you lay down to sleep. . .
It starts with faint groaning sounds in the distance. Then comes the stench of death and decay. Finally, they appear: three ghouls stumble upon your camp. They look hungry.
A successful DC 15 Wisdom (Perception) check by one of you allows you all to act before the ghouls arrive.
OOC:
I won't do a map for this encounter unless it gets unexpectedly complicated. The ghouls are about 30 ft. from you right now, tightly grouped. Any AoE effects will cover all three. It would be over an hour after you left the castle, so the Air Elemental and Dunkin's wild shape would have ended. With their proficiency in Religion, Doldek and Chase can recognize these monsters easily. Dunkin and Nyli may make a DC 10 Intelligence (Religion) check to know about them.
Ghoul 1 has 29 HP; Ghoul 2 has 18 HP; Ghoul 3 has 23 HP.
OOC:
I will need a DC 15 Dexterity or Intelligence (Stealth) check from Nyli to get the group past the returning hobgoblin patrol. It can be made with advantage if another character Helps Nyli, or potentially bypassed altogether depending on what "arcane trickery" Nyli does, if anything.
Nyli casts minor illusion. She changes her voice and calls out "Hang on a minute, we were attacked so we blocked the door. It'll take a minute to unblock it, just wait there."
She then slips out and catches up with the others. If she thinks they are being followed, she will cast minor illusion again to make it look like their tracks go in a different direction.
OOC: Stealth 10 (if needed) w/advantage was only 9 🙄
Doldek nods at the request, ordering the elemental to slip through the door and create a Whirlwind.
As the Air Elemental slips under the door, Dunkin/Brown Bear snorts with glee imagining the chaos about to ensue on the other side. At Chase's guiding touch beside him he also realizes the door may be a lesser impediment now if they work together. He stands and places his front paws on the door, and turns to look at Chase.
OOC:
If Chase places his hands on the door - "combined" strength check to throw it open while not stepping through into the whirlwind (8+4+2,with guidance = 14)
If Chase doesn't, Dunkin drops back to all fours waiting for the elemental to do it's worst.
The air elemental passes under the door with ease. From the other side, you hear a cacophony of crashes and unpleasant snapping sounds. The door swings open—and off its hinges, flying forward and clattering across the floor ahead of you.
Inside, you can imagine how this chamber had once been set up: thick furs thrown on the floor to serve as carpets, old trophies hanging on the walls, a large chair to the east, and a brazier of coals burning brightly. A round table with several chairs stands to the south near the door.
At present, however, all that furniture is strewn about, much of it broken in pieces. The brazier has been tipped and coals spilled, luckily not near anything flammable. Two hobgoblin guards lie slumped against opposite walls, each with many broken bones. Opposite the doorway, a bugbear and a wolf lie on the bare, stone floor. They are both still breathing, but aren't getting up. At the bugbear's side is a very ornate longsword with the emblem of Neverwinter worked into its hilt.
A DC 0 Intelligence (Investigation) check reveals:
King Grol seems to have ended up claiming Sildar Hallwinter's sword for himself. It is a weapon fit for a king, apparently.
Also on Grol’s person is a stitched leather sack containing 220 sp, 160 ep, and three potions of healing.
If anyone enters the "throne room" they see another door (unlocked) to the north. Inside, on the floor, is. . .
. . .an unconscious dwarf who looks badly beaten. It is your friend, Gundren, and he is alive.
Monsters:
Hobgoblin E failed strength save vs whirlwind --> 17 bludgeoning damage (dead)Hobgoblin G failed strength save vs whirlwind --> 17 bludgeoning damage (dead)OOC:
I rolled a 2, two 4s, and a 6 on those saves. It's probably for the best. Seeing as they're the only ones left and there's an air elemental on your side, Grol and Snarl will not initiate combat with you at this time.
Map:
Gundren is unconscious and tied up but stable at 0 HP. He's in the area that's still blacked out.
Nyli moves to the door, looks inside and casts healing word on Gundren for 8HP
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
Dunkin enters the room and faces the prone bugbear and wolf, a growl deep in his chest, as Nyli attends to Gundren. He intends to stay in bear shape a bit longer. With a flick of his paws he pulls the long sword and leather pouch away from King Grol, sliding them towards his friends.
Chase would definitely pushed with bear Dunkin to throw open the door and if allowed climbed up for mounted combat (only if DM and Dunkin are cool with that)
Strength check 14
A second after Nyli casts her healing spell, Gundren's eyes open. He blinks. "Nyli!" he cries out. "Thank the gods! Thank you!" He tries to sit up but cannot. "Get these ropes off me, please."
One of the next questions out of his mouth is, "Is Sildar all right? We were separated. . ."
OOC:
This is just an update on Gundren. Per our new 48 hour rule, Ophiuchu5 has another day to post for Doldek and the air elemental before I continue on. There won't be any combat in the throne room, at least for now. It's up to you what to do with King Grol and his pet wolf. They still defend against attacks (Grol has 14 AC without a shield), but do not dare attack you, especially now that Grol is unarmed.
With Dunkin's permission, Chase may climb aboard, though it's already a tight squeeze through the doorway. In case you ever want to climb onto a monster, you may use the rules for Action Options: Climb onto a Bigger Creature (Dungeon Master's Guide p. 271).
Image:
At present, Gundren does not look quite as put-together as he does in this picture.
Nyli frees the dwarf from the ropes, untying them where she can, cutting where needed.
"Sildar is fine, we rescued him from the goblins" she pauses, "They won't be a problem any more."
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
At the sound of Gundren's voice, and the cowed appearance of King Grol and his pet, Dunkin/Brown Bear tests the air wondering if other enemies are moving in but doesn't smell anything (Perception Check = 4). "High time we get outta here," he thinks. "King Grol and Klarg both hanging from the same tree also has a nice ring to it."
Doldek commands the Elemental to cease hostile actions but move into King Grol's space. To Gundren "Are you able to make the journey back to Phandalin?"
As Nyli unties Gundren, she notices that he looks thin and doesn't smell very good. The ropes have left marks on his skin. He likely hasn't been untied, bathed, fed, or otherwise cared for a few days at least. Gundren says, "Aye, Doldek, to get away from here, I'd run all night. Do you have any food or water—or better, ale? I am feeling a little bit shaky."
Gundren stands, leaning on the two gnomes (or the wall) for support. He is shaky, but shaky for a dwarf is still pretty solid. If given food and water, he tells you all, "Yes, we must return to Phandalin as quickly as possible. Those—I don't know who—someone took my map, which means they've found it by now. Listen, friends, my brothers and I found something big up in the hills. We'll become rich if we can take it back—that includes you all, too, if you'll help me." He doesn't say anything more in King Grol's presence.
Meanwhile, King Grol looks in horror as the air elemental approaches. In the moment before the whirlwind engulfs him, he says, "Just you wait until my army gets here. . ."
If you interrogate King Grol, a DC 12 Charisma (Intimidation) check (made with advantage because of the Air Elemental's help) or Wisdom (Insight) check reveals:
King Grol is confident his remaining forces, though scattered, will come to rescue him. He is less confident that they will actually succeed in saving his life. He tells you there's a patrol due to return at nightfall (very soon), in addition to whatever guards you haven't killed within the castle.
King Grol had been negotiating with a male drow he knew as The Black Spider before you interrupted them. The Black Spider had been seeking to hire Cragmaw goblins and hobgoblins to guard a cave in the southwest. If told, Gundren can confirm that the cave in question is located on his claim, but won't reveal more details right now.
If you want to kill or capture King Grol, there is no check required. You can reuse the ropes that had held Gundren.
OOC:
Gundren has one level of exhaustion and he won't be able to help much in a fight, but can otherwise travel normally.
It's about to get dark. There's light in these rooms from the overturned brazier.
Chase gives Gundren his flask, “Let’s get out of here and kings are accountable for there commands, King Grol deserves a swift execution! If he’s right and forces are headed here we ought to make haste.”
Chase readies to either help Gundren or lead the way out.
Wisdom insight 8
Nyli looks at King Grol and the wolf. "I think he will be more trouble than he's worth" she indicates Grol "but I see no reason to harm the wolf. It's no threat to us at the moment."
Lowering her voice she says to Gundren "The drow escaped into the woods with a couple of goblins."
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
Hearing his companions, and with a final snort towards Grol, Dunkin/Brown Bear turns and ambles out the North storeroom door ready to return to Phandalin.
OOC:
How much longer can I assume my Wildshape will last?
OOC:
It's only been a few minutes, so Dunkin's wildshape (and Doldek's Air Elemental summoning) will last up to 55 more minutes. It's not enough time to get out of the forest, but you can certainly put some distance between yourselves and the castle in that time.
Let’s move like the wind, can the air elemental carry us or would that be dangerous? Maybe Gundren could be carried by bear Dunkin to make haste out of here.
OOC:
According to the rules, the air elemental is strong enough to carry up to 420 lbs. and still move at full speed (90 ft.) and can grapple one creature at a time.
According to The Wizard of Oz, when Dorothy was in the cyclone, she "felt as if she were being rocked gently, like a baby in a cradle."
So I will say yes, the air elemental can carry one or two of you and it will be a very pleasant and safe ride (as long as Doldek doesn't lose concentration on the summoning spell)
"If we're heading back I'll hang back a bit and watch our backs. If anybody does follow us I'll use a little arcane trickery to slow them down."
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
Whatever your method of transportation, you exit the castle without incident. The sky is dark and cloudy; snowflakes filter through the forest canopy but do not accumulate on the ground. Nyli is the last to leave through the north exit. Just before she does so, she hears loud, distant knocking coming from the south door at the other end of the castle, and several hobgoblins shout in Goblin, "Open up! Hello? We're back."
If you move quickly and quietly, you all can be gone before these hobgoblins know something is amiss. If someone looks, there are three hobgoblins and two wolves.
It would take all night for you to go the whole way back to Phandalin if you don't stop. Gundren urges you to travel through the night. If you do not stop, you will take a level of exhaustion at dawn just before you arrive in town. If you do stop and choose camp for the night somewhere in the Neverwinter Woods, soon after you lay down to sleep. . .
It starts with faint groaning sounds in the distance. Then comes the stench of death and decay. Finally, they appear: three ghouls stumble upon your camp. They look hungry.
A successful DC 15 Wisdom (Perception) check by one of you allows you all to act before the ghouls arrive.
OOC:
I won't do a map for this encounter unless it gets unexpectedly complicated. The ghouls are about 30 ft. from you right now, tightly grouped. Any AoE effects will cover all three. It would be over an hour after you left the castle, so the Air Elemental and Dunkin's wild shape would have ended.
With their proficiency in Religion, Doldek and Chase can recognize these monsters easily. Dunkin and Nyli may make a DC 10 Intelligence (Religion) check to know about them.
Ghoul 1 has 29 HP; Ghoul 2 has 18 HP; Ghoul 3 has 23 HP.
OOC:
I will need a DC 15 Dexterity or Intelligence (Stealth) check from Nyli to get the group past the returning hobgoblin patrol. It can be made with advantage if another character Helps Nyli, or potentially bypassed altogether depending on what "arcane trickery" Nyli does, if anything.
Nyli casts minor illusion. She changes her voice and calls out "Hang on a minute, we were attacked so we blocked the door. It'll take a minute to unblock it, just wait there."
She then slips out and catches up with the others. If she thinks they are being followed, she will cast minor illusion again to make it look like their tracks go in a different direction.
OOC: Stealth 10 (if needed) w/advantage was only 9 🙄
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue