Beegred also immediately notices that the roughness of the walls outline several large, vaguely humanoid shapes.
Beegred will stick around just a little longer to try to gather more information, before returning to say there is a big rock thingy in the chamber. ("Menhir? I don't even know her.")
He'd like to get a closer look at the closest vaguely humanoid shape. (Elemental? Golem? Petrified person? Artwork that isn't actually threatening?)
Perception: 14 (if Investigation, subtract 3)
If you want to do this, then I would rule you'll have to roll another stealth roll. You're going to leave your position (the best spot to stealth) to move to the best spot to investigate/perceive the details you're seeking. So new stealth roll.
How far away is he from those shapes? Can he tell more about them (spend 6 more seconds to observe) without moving closer?
Or could he pick up a pebble, toss it near (but not at) one of those figures to see if it reacts, without giving away Beegred's position?
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Your stealth roll got you where you are, unseen. If you want to do anything more than turn around and go back, then you're doing another thing and you should re-roll stealth. I don't know if there is actually a RAW rule for this, but in my head, that's how it should work.
Here's the DM version of the map. Now that you've explored most of the Rockblight and found the Menhir, this will make things easier.
So to recap now that we have convenient numbers to reference:
You entered the Rockblight from Inner Blingdenstone, which is area 10. You took a right turn once through the doors and walked towards area 17, skirting that pool.
Area 17 is where you encountered the ghost. The burrow the ghost escaped towards is also in area 17.
After the ghost, you traveled towards area 18, where you saw the pool fed by a waterfall, the large cave with the crystal clusters and the winged statues.
You turned around and returned to area 17. You went down that little tunnel to area 19.
Area 19 is a cavern lit by bioluminescent fungi, full of crystal clusters that refract the light. You also found the petrified gnome here. The far 'up' cave/burrow is area 20. The near 'down' cave/burrow is area 21.
When Skameros bashed a crystal cluster to gather pieces you can carry, you fled from area 19 back to area 18 by going between areas 20 & 21.
Beegred scouted area 18 again, getting closer. He ascertained the statues are probably not carved and placed there, and also felt uneasy about the walls in the back of that chamber.
You left area 18 again and went back to area 19, where Beegred scouted area 22, which is where he found the Mehnir and the shapes in the stone of the wall. Beegred would also have noticed that there is a large set of stairs descending west (up on map), but not gone far enough to see where that goes. There is also another set of stairs ascending the cliff that separates area 22 from area 19.
Interesting. So we are in the same space with the crystals and when we made noise then someone came to investigate. Do we now, having seen a lot of the area and the connections, do we have a good guess on where that someone could have come from?
I mean, you the player can guess as well as Rodolfo the character. If you want to do something, like investigate the entrances to the other two caves, or look around for recent prints, then roleplay it in the main thread and we'll roll some dice.
I was just asking if I was reading the map and our comings and going correctly. It seems to me that the only path we haven't explored off of area 19 is "up left". So that's where I/Rodolfo assume the investigator came from.
Looking at it again - we haven't checked inside 20 or 21, have we? Are these ... steep paths up/down off area 19?
That is correct. You haven't explored 20 or 21. The path's are not steep. They are just descriptive, to differentiate between the two. Now they can have numbers instead.
@Beegred: I'm going to make you roll a perception check. However, you need to decide if you use the crystal and suffer disadvantage, or choose not to use it and roll normally.
Depends on the lighting. If it is dark (ie. a medusa can't see Beegred), then no crystal. If it is dim or normal lighting, then with crystal.
Percep check: 24
if disadv., this is the second roll: 6
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
> She gathers them up and begins to head for the burrow exit, still speaking the whole time.
Beegred is the only one who can see this as far as I understand. And it's not threatening him. The rest of us can't see or hear anything yet as far as I understand.. ?
No. When you rang the crystal clusters to break off chunks, your party ran up the east path to hide from what might come looking.
Oops. Just realized the ball is in my court. Nice stealth roll. Now I need Beegred or Rodolfo to choose:
3
If you want to do this, then I would rule you'll have to roll another stealth roll. You're going to leave your position (the best spot to stealth) to move to the best spot to investigate/perceive the details you're seeking. So new stealth roll.
Do you still want to do this?
How far away is he from those shapes? Can he tell more about them (spend 6 more seconds to observe) without moving closer?
Or could he pick up a pebble, toss it near (but not at) one of those figures to see if it reacts, without giving away Beegred's position?
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Your stealth roll got you where you are, unseen. If you want to do anything more than turn around and go back, then you're doing another thing and you should re-roll stealth. I don't know if there is actually a RAW rule for this, but in my head, that's how it should work.
What is everyone else's opinion?
Been busy. Meant to post this Monday...
Beegred returns to the group and describes what he saw just fine. Ball is still in your court. What do you do now?
Here's the DM version of the map. Now that you've explored most of the Rockblight and found the Menhir, this will make things easier.
So to recap now that we have convenient numbers to reference:
Interesting. So we are in the same space with the crystals and when we made noise then someone came to investigate. Do we now, having seen a lot of the area and the connections, do we have a good guess on where that someone could have come from?
I mean, you the player can guess as well as Rodolfo the character. If you want to do something, like investigate the entrances to the other two caves, or look around for recent prints, then roleplay it in the main thread and we'll roll some dice.
I was just asking if I was reading the map and our comings and going correctly. It seems to me that the only path we haven't explored off of area 19 is "up left". So that's where I/Rodolfo assume the investigator came from.
Looking at it again - we haven't checked inside 20 or 21, have we? Are these ... steep paths up/down off area 19?
That is correct. You haven't explored 20 or 21. The path's are not steep. They are just descriptive, to differentiate between the two. Now they can have numbers instead.
Waiting on Beegred to post.
@Beegred: I'm going to make you roll a perception check. However, you need to decide if you use the crystal and suffer disadvantage, or choose not to use it and roll normally.
Depends on the lighting. If it is dark (ie. a medusa can't see Beegred), then no crystal. If it is dim or normal lighting, then with crystal.
Percep check: 24
if disadv., this is the second roll: 6
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
18 vs. DC 17
11 vs. DC 16
Heh. Situation got real, real quick? No one wants to start things off?
> She gathers them up and begins to head for the burrow exit, still speaking the whole time.
Beegred is the only one who can see this as far as I understand. And it's not threatening him. The rest of us can't see or hear anything yet as far as I understand.. ?
Yes. But this is OOC. There can still be discussion.
Beegred, what's your feeling on this? Do you want to die alone or with the group?