(@Sim: Since that is clearly a lie, we should be using your deception score instead, which makes it a 12 total.)
The goblin looks confused at first, but he is not one two argue with a huge dragonborn. He adjusts his bow over his shoulder and says in broken Common: "Yes... sir... what about Sparky? She dismissed too?"
I assumed the other members of the party are unseen at this point.
This post has potentially manipulated dice roll results.
To not blow Sim's plan, I hide inside the closet AI56 so the goblin does not see me as it passes by. Additionally, I send my Mage Hand to warn Renaer and Floon, it goes where they are to make silence signs. Acrobatics 13
Yes, Adrasteia can hear Sim trying to fool the goblin.
Mokiakia cartwheels into the closet, but bangs on the door causing a loud noise. The goblin looks at Sim for guidance: "What that? We attack?"
Mokiakia's Mage Hand begins to fly toward Renaer and Floon, but once it reaches the doors at {AK63, AL63}, it disappears (Read your spells...)
Now fully within the closet for the first time, Mokiakia notices a draft coming from behind her. She looks over her should and notices a fake wall (secret passage! It is marked with an "S" in the map below.)
Gosh my acrobatics are so rusty, I guess I am not the same nimble little serpent anymore. At least, I managed to find something...tentatively. For a minute I stop my foolish curiosity that begs my to dash in. Since, I can't use any of my good attack spell, I feel naked and underprepared. So I wait for my companions to vote, whether to go through the secret passage in the closet and potentially fight Jafar, go through the other tunnel north for more adventure, or return Floon and get paid.
The goblin follows the order he received from the new Dragonborn boss. He rushes all the way back to the other goblin that was also sleeping, wakes her up, and they leave the hideout to places unknown (A great creative way to resolve that without the need to fight. Nicely done!).
Mokiakia then ponders on what to do next, asking for input from her colleagues. She eventually deduces that Jafar is long gone, since the group gave him over an hour to escape (the short rest.)
Mokiakia waits for her companions to join her in the closet as all three agree to keep looking around. The sorcerer is the first to go through the secret passage, followed by Adrasteia. The dragonborn, Rhogar, stays behind in the closet for an extra moment to ensure they are not being followed.
To Mokaiakia and Adrasteia's disappointment, the secret passage simply connects back to the sewers. You can even see the roundabout and the door you initially took to enter the hideout (see map below). There is no telling which way Davey Jafar may have gone, or how far he has gone over the last hour.
I agree that we should collect the rest of our party, and then return to the room where we rested to inspect the "not-so-secret" passage that Adra found there.
The group goes back to the room they rested in, making sure to get Floon and Renaer on the way. The not -so-secret tunnel is a bit tight, and it slopes upward a bit.It cannot be much longer than just 20 feet long, though. At the end, Adrasteia pushes against a large flagstone to open the way into a new room. Once you get past it, you find yourselves in a completely different place. Instead of a sewers and its storage rooms, you find yourselves in a cellar, or basement of sorts, and the architecture is more welcoming. Their cellar contains brewing supplies and lots of worthless clutter. There is also a door on the corner.
"My friends, perhaps we should explore the room with the goo? (X,64-65)? I believe with the five of us we ought to be able to handle whatever it may contain."
Before opening the new door they found in this secret room beyond the tunnel {X70}, the group discusses whether to open it or backtrack and investigate the goo {X64}.
(See map in my previous post. Let me know what you decide)
Sim puts her ear to the door. She can faintly hear a couple of voices in the distance, talking to each other. She recognizes the language they are speaking. It is Halfling.
Adrasteia, do you stay around with the others or do you leave to investigate the goo?
(@Sim: Since that is clearly a lie, we should be using your deception score instead, which makes it a 12 total.)
The goblin looks confused at first, but he is not one two argue with a huge dragonborn. He adjusts his bow over his shoulder and says in broken Common: "Yes... sir... what about Sparky? She dismissed too?"
I assumed the other members of the party are unseen at this point.
Can I hear Sim from where I am standing? If so, I decide to let her handle the goblin archer situation.
To not blow Sim's plan, I hide inside the closet AI56 so the goblin does not see me as it passes by. Additionally, I send my Mage Hand to warn Renaer and Floon, it goes where they are to make silence signs. Acrobatics 13
Yes, Adrasteia can hear Sim trying to fool the goblin.
Mokiakia cartwheels into the closet, but bangs on the door causing a loud noise. The goblin looks at Sim for guidance: "What that? We attack?"
Mokiakia's Mage Hand begins to fly toward Renaer and Floon, but once it reaches the doors at {AK63, AL63}, it disappears (Read your spells...)
Now fully within the closet for the first time, Mokiakia notices a draft coming from behind her. She looks over her should and notices a fake wall (secret passage! It is marked with an "S" in the map below.)
MAP UPDATE:
I say to the goblin, "Wake Sparky and leave here. You are both dismissed." Then I turn my focus to what my companion is doing so loudly in the closet.
Gosh my acrobatics are so rusty, I guess I am not the same nimble little serpent anymore. At least, I managed to find something...tentatively. For a minute I stop my foolish curiosity that begs my to dash in. Since, I can't use any of my good attack spell, I feel naked and underprepared. So I wait for my companions to vote, whether to go through the secret passage in the closet and potentially fight Jafar, go through the other tunnel north for more adventure, or return Floon and get paid.
The goblin follows the order he received from the new Dragonborn boss. He rushes all the way back to the other goblin that was also sleeping, wakes her up, and they leave the hideout to places unknown (A great creative way to resolve that without the need to fight. Nicely done!).
Mokiakia then ponders on what to do next, asking for input from her colleagues. She eventually deduces that Jafar is long gone, since the group gave him over an hour to escape (the short rest.)
What does the group do next?
My dragon face becomes thoughtful. "Replace the fear of the unknown with curiosity."
"My friends, perhaps we should look for Davey Jafar now that we are somewhat rested."
Alright! I wait for my companions to catch up and take the rear since I tend to get into trouble.
Mokiakia waits for her companions to join her in the closet as all three agree to keep looking around. The sorcerer is the first to go through the secret passage, followed by Adrasteia. The dragonborn, Rhogar, stays behind in the closet for an extra moment to ensure they are not being followed.
To Mokaiakia and Adrasteia's disappointment, the secret passage simply connects back to the sewers. You can even see the roundabout and the door you initially took to enter the hideout (see map below). There is no telling which way Davey Jafar may have gone, or how far he has gone over the last hour.
UPDATED MAP:
"Now that we have explored this location to the utmost, I suggest we head back to Renaer and Floon. It appears Davey Jafar has given us the slip."
I agree that we should collect the rest of our party, and then return to the room where we rested to inspect the "not-so-secret" passage that Adra found there.
The group goes back to the room they rested in, making sure to get Floon and Renaer on the way. The not -so-secret tunnel is a bit tight, and it slopes upward a bit.It cannot be much longer than just 20 feet long, though. At the end, Adrasteia pushes against a large flagstone to open the way into a new room. Once you get past it, you find yourselves in a completely different place. Instead of a sewers and its storage rooms, you find yourselves in a cellar, or basement of sorts, and the architecture is more welcoming. Their cellar contains brewing supplies and lots of worthless clutter. There is also a door on the corner.
UPDATED MAP:
"My friends, perhaps we should explore the room with the goo? (X,64-65)? I believe with the five of us we ought to be able to handle whatever it may contain."
Since Sim is the front scout, I will follow whatever direction she takes. I trust her thief instincts.
Before opening the new door they found in this secret room beyond the tunnel {X70}, the group discusses whether to open it or backtrack and investigate the goo {X64}.
(See map in my previous post. Let me know what you decide)
I think we should continue forward. I go to the door to listen for what's on the other side. Perception: 12
Sim puts her ear to the door. She can faintly hear a couple of voices in the distance, talking to each other. She recognizes the language they are speaking. It is Halfling.
Adrasteia, do you stay around with the others or do you leave to investigate the goo?
I decide to err on the side of caution and follow my companions. It is probably for the best that we leave the goo alone.