Mokiakia does not sense anything magical in the closet where she expected to find Jafar, but far behind her, back in the throne room, she picks up some magical sources coming from right behind the throne itself. There are also the two curtains in that room that seem to have very faint magic on them.
The group then agrees to rest up in a little alcove they spotted when coming into the after coming up the stairs. Adrasteia carries Sim over there. An hour passes and the group naturally heals a bit:
-> Adrasteia: HP before the short rest: 13/19. You can roll a 1d8+3 either once or twice (your choice) to determine how many HP to recover over this short rest.
-> Mokiakia: HP before the short rest: 5/14. You can roll a 1d6+2 either once or twice (your choice) to determine how many HP to recover over this short rest.
-> Sim: HP before the short rest: 0/15. You can roll a 1d8+1 either once or twice (your choice) to determine how many HP to recover over this short rest.
After you roll, please update your HP in your character sheet and click on the "SHORT REST" button at the top. Mark how many hit dice you used to heal and then confirm the short rest.
Obviously, I choose to roll twice and pick the highest. 75
:( Since it is a short rest, I don't recover my spell slots so I will be handicap for future fights.
Edit: So apparently, I was not supposed to roll twice and pick the highest, unclear on how to properly do it. Don't wanna set a bad example for yall, but i did.
You are supposed to pick how many dice to heal and then roll. If you choose one, you roll once, heal the resulting amount, and save the second one for a potential future short rest. If you pick two, you roll twice, heal for the sum of the results, but run out of healing dice for a potential future short rest.
After the rest is complete, the party finds itself in better shape (Adrasteia: 17/19 HP; Mokiakia: 15/15 HP; Sim: 13/15 HP). Now that things have calmed, you finally find the time to look around this small corner room you selected for your rest. This room looks mostly empty, but a not-so-secret, rough-hewn tunnel can be seen just beneath a loose flagstone in the corner. Adrasteia stays behind to both examine it and keep an eye on her two companion as they move on to explore the throne room.
Sim focuses on the area around the throne itself. Tucked behind the stone chair is a small, unlocked wooden chest containing two potions of healing, 16 gold pieces, 82 silver pieces, and 250 copper pieces.
Mokiakia looks behind the curtains, noticing they were producing illusions of solid walls behind them. The illusions are dispelled once Mokiakia ruffles the curtains, which reveals a room behind each. The first contains only straw pallets that lie on the floor and rusty manacles that are bolted to the walls. The second room is very similar, except a male human with wavy red-blond hair has fallen asleep in there, out of exhaustion. Renaer scream: "Floon!"
Startled by Renaer's (rather girlish) scream, I quickly pocket the coins and the two items, planning to divvy up later, and rush to AM66 to see what's been revealed.
With a face of pleasant surprise, I look as Renaer embraces Floon with a certain amount of passion. I wait for the rather prolonged reunion to say: " You must be Floon; we are glad to find you alive, Volo hired us to find you. How are you? Any wounds?". After he answers, I add: "What can you tell us about your captors? How many are they?"
(@All: BTW, the marking on AD69 and AE69 represent the unexplored tunnel you found while resting. Just wanted that to be clear. See map in my post above.)
Adrasteia begins to look around the room. She finds no traps, but on Grum'shar's body she finds a spellbook, proof that the half-orc was an apprentice wizard. None of you are wizards, so a spellbook is likely of very little use to you besides for its coin value.
Renaer holds his friend longingly and slaps him awake: "Floon, I am so glad you are OK!"Floon wakes up with a smile, happy to see Renaer. Floon is very battered, showing that Grum'shar had been beating him constantly. Renaer helps Floon stand up. Although he cannot walk without support in his current state, he can speak. He answers Mokiakia: "Volo? What a couple of true friends I have! Yes, my name is Floon."he pauses for a moment. "The Zhentarim kidnapped me first, but their hideout was attacked by kenkus and goblins. The kenku stayed behind but the goblins brought me here to this half-orc. He tortured me for answers. Calling me Renaer all the time. Wanted to know of "my father's" treasure."
Renaer continues: “Yes , yes. I told them about it. The Zhentarim thinks that my father embezzled a large amount of gold while he was Open Lord, and that he hid the gold somewhere in the city. They think they can find it by using an artifact called the Stone of Golorr, which was in the hands of the Xanathar Guild (these guys you just fought) until recently. Apparently, someone stole it. The Zhents thought I knew something about all of this, but I don’t. My father and I haven’t spoken in years. They took Flonn thinking he was me. I am glad volo hired you lot to save him. Though a hero, I wouldn't be able to come here by myself.”
"My friends, I have located a spell book that may fetch a good price on the open market. Now that we are largely safe, I suggest that we explore the areas we have left behind in this area (AD69 and AE69)."
This post has potentially manipulated dice roll results.
"I agree but think we should clear these 3 unexplored rooms first. Once we clear them, we can take a long rest so we can recover our spell slots and heal Floon a bit." As I say that, I walk to AL58, ready my crossbow and open the door with Mage Hand. I investigate the area: 13
The group agrees to make sure the hideout is cleared before moving on. Renaer suggests: "A noble idea indeed. Floon here, however, is a bit out of sorts, so I shall stay here to help him recuperate. You three are strong enough without your hero of a leader to clear this place out in any case." He smirks.
Mokiakia then leads the group to one of the unexplored rooms. Her Mage Hand opens the door and she takes a peek inside. Like the room housing Floon, straw pallets lie on the floor, and rusty manacles are bolted to the walls. Adrasteia opens the next door and finds a fourth room that serves as nothing but a makeshift prison cell.
I smile pleasantly at Renaer's remarks while seething underneath. "We'll let this happy reunion continue with some privacy." While my friends check on the other rooms, I channel my annoyance into transforming into my dragonborn form, Rhogar. In case we encounter Davey Jones in the last room, I'll be a more intimidating sight. I move to AI58, and enter the final room.
The group prepares to clear the next room. Being reminded by Mokiakia that there should be a goblin inside, Sim opens the door carefully. Peeking inside, the group confirms that an uninterested goblin is keeping an eye on the opposite direction from where the party is coming from, looking through an arrow slit. The goblin has not noticed you yet, but holds a bow in his hands, and a few arrows too.
Mokiakia does not sense anything magical in the closet where she expected to find Jafar, but far behind her, back in the throne room, she picks up some magical sources coming from right behind the throne itself. There are also the two curtains in that room that seem to have very faint magic on them.
The group then agrees to rest up in a little alcove they spotted when coming into the after coming up the stairs. Adrasteia carries Sim over there. An hour passes and the group naturally heals a bit:
-> Adrasteia: HP before the short rest: 13/19. You can roll a 1d8+3 either once or twice (your choice) to determine how many HP to recover over this short rest.
-> Mokiakia: HP before the short rest: 5/14. You can roll a 1d6+2 either once or twice (your choice) to determine how many HP to recover over this short rest.
-> Sim: HP before the short rest: 0/15. You can roll a 1d8+1 either once or twice (your choice) to determine how many HP to recover over this short rest.
After you roll, please update your HP in your character sheet and click on the "SHORT REST" button at the top. Mark how many hit dice you used to heal and then confirm the short rest.
Obviously, I choose to roll twice and pick the highest. 7 5
:( Since it is a short rest, I don't recover my spell slots so I will be handicap for future fights.
Edit: So apparently, I was not supposed to roll twice and pick the highest, unclear on how to properly do it. Don't wanna set a bad example for yall, but i did.
You are supposed to pick how many dice to heal and then roll. If you choose one, you roll once, heal the resulting amount, and save the second one for a potential future short rest. If you pick two, you roll twice, heal for the sum of the results, but run out of healing dice for a potential future short rest.
All healing dice are recovered over a long rest.
Since I'm in very rough shape, I'll roll two healing die: 9 + 2
Feeling nearly fully recovered, when the others are ready I return to the throne room and look around. Investigation: 22
Healing: 4
I split the difference between my companions and try to stay in the middle of everyone.
I go to the throne and curtains to investigate Arcana: 12
After the rest is complete, the party finds itself in better shape (Adrasteia: 17/19 HP; Mokiakia: 15/15 HP; Sim: 13/15 HP). Now that things have calmed, you finally find the time to look around this small corner room you selected for your rest. This room looks mostly empty, but a not-so-secret, rough-hewn tunnel can be seen just beneath a loose flagstone in the corner. Adrasteia stays behind to both examine it and keep an eye on her two companion as they move on to explore the throne room.
Sim focuses on the area around the throne itself. Tucked behind the stone chair is a small, unlocked wooden chest containing two potions of healing, 16 gold pieces, 82 silver pieces, and 250 copper pieces.
Mokiakia looks behind the curtains, noticing they were producing illusions of solid walls behind them. The illusions are dispelled once Mokiakia ruffles the curtains, which reveals a room behind each. The first contains only straw pallets that lie on the floor and rusty manacles that are bolted to the walls. The second room is very similar, except a male human with wavy red-blond hair has fallen asleep in there, out of exhaustion. Renaer scream: "Floon!"
MAP UPDATE:
Startled by Renaer's (rather girlish) scream, I quickly pocket the coins and the two items, planning to divvy up later, and rush to AM66 to see what's been revealed.
I move to AL, 65 to rejoin my companions. "What have we discovered farther on in this area? Are there any signs of traps?" Investigation check: 11
With a face of pleasant surprise, I look as Renaer embraces Floon with a certain amount of passion. I wait for the rather prolonged reunion to say: " You must be Floon; we are glad to find you alive, Volo hired us to find you. How are you? Any wounds?". After he answers, I add: "What can you tell us about your captors? How many are they?"
(@All: BTW, the marking on AD69 and AE69 represent the unexplored tunnel you found while resting. Just wanted that to be clear. See map in my post above.)
Adrasteia begins to look around the room. She finds no traps, but on Grum'shar's body she finds a spellbook, proof that the half-orc was an apprentice wizard. None of you are wizards, so a spellbook is likely of very little use to you besides for its coin value.
Renaer holds his friend longingly and slaps him awake: "Floon, I am so glad you are OK!" Floon wakes up with a smile, happy to see Renaer. Floon is very battered, showing that Grum'shar had been beating him constantly. Renaer helps Floon stand up. Although he cannot walk without support in his current state, he can speak. He answers Mokiakia: "Volo? What a couple of true friends I have! Yes, my name is Floon." he pauses for a moment. "The Zhentarim kidnapped me first, but their hideout was attacked by kenkus and goblins. The kenku stayed behind but the goblins brought me here to this half-orc. He tortured me for answers. Calling me Renaer all the time. Wanted to know of "my father's" treasure."
Renaer continues: “Yes , yes. I told them about it. The Zhentarim thinks that my father embezzled a large amount of gold while he was Open Lord, and that he hid the gold somewhere in the city. They think they can find it by using an artifact called the Stone of Golorr, which was in the hands of the Xanathar Guild (these guys you just fought) until recently. Apparently, someone stole it. The Zhents thought I knew something about all of this, but I don’t. My father and I haven’t spoken in years. They took Flonn thinking he was me. I am glad volo hired you lot to save him. Though a hero, I wouldn't be able to come here by myself.”
"My friends, I have located a spell book that may fetch a good price on the open market. Now that we are largely safe, I suggest that we explore the areas we have left behind in this area (AD69 and AE69)."
"I agree but think we should clear these 3 unexplored rooms first. Once we clear them, we can take a long rest so we can recover our spell slots and heal Floon a bit." As I say that, I walk to AL58, ready my crossbow and open the door with Mage Hand. I investigate the area: 13
The group agrees to make sure the hideout is cleared before moving on. Renaer suggests: "A noble idea indeed. Floon here, however, is a bit out of sorts, so I shall stay here to help him recuperate. You three are strong enough without your hero of a leader to clear this place out in any case." He smirks.
Mokiakia then leads the group to one of the unexplored rooms. Her Mage Hand opens the door and she takes a peek inside. Like the room housing Floon, straw pallets lie on the floor, and rusty manacles are bolted to the walls. Adrasteia opens the next door and finds a fourth room that serves as nothing but a makeshift prison cell.
UPDATED MAP:
I smile pleasantly at Renaer's remarks while seething underneath. "We'll let this happy reunion continue with some privacy." While my friends check on the other rooms, I channel my annoyance into transforming into my dragonborn form, Rhogar. In case we encounter Davey Jones in the last room, I'll be a more intimidating sight. I move to AI58, and enter the final room.
I move to AI,59 to help cover my companion, Sim, in case there is any trouble lurking in the final room.
I remember there was a goblin archer in the last room so I ready my crossbow.
The group prepares to clear the next room. Being reminded by Mokiakia that there should be a goblin inside, Sim opens the door carefully. Peeking inside, the group confirms that an uninterested goblin is keeping an eye on the opposite direction from where the party is coming from, looking through an arrow slit. The goblin has not noticed you yet, but holds a bow in his hands, and a few arrows too.
I step into the room and say in my booming dragonborn voice, "Small one, your help is no longer required. You are dismissed." Persuasion: 18