Once Andolin is done searching this room, Wren is going to go to each room on the upper floor, open the door, and if there is a closet open that as well. He will go in a circle, clockwise from the room we are in, until something happens.
Due to the old age of the chest, there is an audible click as chest opens and Andolin dodges to the side as a spray of liquid burst forth. The floor hisses as the acid hits the floor.
Inside the chest you find some rotted clothing, and 2 pouches. The first contains 15 cp, 38 sp, and 106 gp, and the second contains 3 cp, 25 sp, and 42 gp.
As Andolin dodged, Wren noticed a glow disappearing into the wall adjoining with room 4.
Your wanderings continue, and time seems to drag as much as your feet.
Inside the Inn
This is a “hostel” style room which is designed to hold multiple people. There are 3 bunk-beds, a table and chair, and a small empty chest. On the east side of the room there is a closet and beside that is a bench resting underneath a set of curtains that are currently closed.
The center of the room depicts a grisly scene. Blood is spattered all over the room, and the cadavers of what appear to be the two halflings lie in bloody mangled heaps upon the floor. Kneeling beside them is a hideous looking creature, about the same size as a dwarf. The creature stands, dropping the partially eaten leg of one of the halflings.
Andolin & Wren make quick work of the creature with their weapons, as it falls to the ground, Horus burst of energy makes sure it is down by burning away most of its skull.
Wren, ever watchful, notices several leather pouches attached to the remains of the creature and the dead halflings.
From his position still in the hall, Horus catches a glimpse of the now orb-like apparition entering into room 5. The dark spots have disappeared from behind. Just before it disappears into the wall of room 5, it turns and three areas of darkness remain, almost forming a triangle.
OCC: Yea, I know, 2,3,4,5... But that's the way it was written...
“It’s gone to room 5. The dark spots are starting to dissipate. Three darkened spots are left on it. Three spots, three rooms? Three more monsters? Doesn’t matter, we’re making progress, I can feel it.”
Horus stacks up in the now familiar position next to the door.
Andolin is ready, and walks to the door with Horus.Seeing it locked, he walks back to bring Wren, hoping the young man is as good with thieves tools as he is with the dagger.
Dwarf wears a money belt containing 8 cp, 19 sp, and 32 gp
Room 5
The door opens on a 20’ by 30’ room “hostel” style bedroom which is designed to hold multiple people. There are 4 bunk-beds, a table and chair, and a small empty chest. On the west side of the room there is a closet and beside that is a bench resting underneath a set of curtains that are currently closed. The three merchants appear to all be sleeping under their sheets on the bottom bunks.
Once Andolin is done searching this room, Wren is going to go to each room on the upper floor, open the door, and if there is a closet open that as well. He will go in a circle, clockwise from the room we are in, until something happens.
Andolin, please make a Dex save.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Dex Save: 6 20
(Awesome.)
Due to the old age of the chest, there is an audible click as chest opens and Andolin dodges to the side as a spray of liquid burst forth. The floor hisses as the acid hits the floor.
Inside the chest you find some rotted clothing, and 2 pouches. The first contains 15 cp, 38 sp, and 106 gp, and the second contains 3 cp, 25 sp, and 42 gp.
As Andolin dodged, Wren noticed a glow disappearing into the wall adjoining with room 4.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
((In that case...))
Wren will stop briefly at the top of the stairs and shout "We could use some help up here." Then he moves too room 4 and opens the door.
Upstairs
(Sweet, thanks!)
Andolin puts the pouches in his pack, intending to sort out later how to split the coin.
He pauses for a moment by the bodies, brow furrowed. “I hope this isn’t some kind of trick.”
He follows Wren to room 4.
Horus follows after. “A Dwarf and two Halfling s.... two mercenary guards. The waitress, the tavern’s owner. Seven more, at least.”
Paladin - warforged - orange
In the Fog
Your wanderings continue, and time seems to drag as much as your feet.
Inside the Inn
This is a “hostel” style room which is designed to hold multiple people. There are 3 bunk-beds, a table and chair, and a small empty chest. On the east side of the room there is a closet and beside that is a bench resting underneath a set of curtains that are currently closed.
The center of the room depicts a grisly scene. Blood is spattered all over the room, and the cadavers of what appear to be the two halflings lie in bloody mangled heaps upon the floor. Kneeling beside them is a hideous looking creature, about the same size as a dwarf. The creature stands, dropping the partially eaten leg of one of the halflings.
Initiative
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
(Once it gets to Horus’ turn)
”Well, that’s two more down from my count. Magier Faust!” eldritch blast
17 23
9
(I have been on a freakin’ hot streak in combat)
Paladin - warforged - orange
Andolin dashes in, slashing with each of his shortswords.
Action: Attack: 15 Damage: 8
Bonus Action: Offhand Attack: 24 Damage: 6
Wren slides in, flanking with Andolin, stabbing with his blades.
Action: Rapier Attack 10 Add/Disadd 17
Rapier Damage 5
Bonus Action: Dagger Attack 25 Add/Disadd 15
Dagger Damage 6
Sneak attack damage to first applicable hit: 1
Andolin & Wren make quick work of the creature with their weapons, as it falls to the ground, Horus burst of energy makes sure it is down by burning away most of its skull.
Wren, ever watchful, notices several leather pouches attached to the remains of the creature and the dead halflings.
From his position still in the hall, Horus catches a glimpse of the now orb-like apparition entering into room 5. The dark spots have disappeared from behind. Just before it disappears into the wall of room 5, it turns and three areas of darkness remain, almost forming a triangle.
OCC: Yea, I know, 2,3,4,5... But that's the way it was written...
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Wren will open the leather pouches too see what is in them, "Anyone see if the orb left the room?"
“It’s gone to room 5. The dark spots are starting to dissipate. Three darkened spots are left on it. Three spots, three rooms? Three more monsters? Doesn’t matter, we’re making progress, I can feel it.”
Horus stacks up in the now familiar position next to the door.
”Ready when you’re finished, fellas.”
Paladin - warforged - orange
The door to room 5 is locked...
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Andolin is ready, and walks to the door with Horus.Seeing it locked, he walks back to bring Wren, hoping the young man is as good with thieves tools as he is with the dagger.
((What was in the leather pouches?))
Wren will attempt to pick the lock.
Thieves tools check 22
((Not sure what ability if any too add the the roll, if dex like 3.5, then add 3 too roll))
Pouches:
Halfling 1: pouch with 16 sp,
Halfling 2: has a pouch with 8 sp and 3 gp.
Dwarf wears a money belt containing 8 cp, 19 sp, and 32 gp
Room 5
The door opens on a 20’ by 30’ room “hostel” style bedroom which is designed to hold multiple people. There are 4 bunk-beds, a table and chair, and a small empty chest. On the west side of the room there is a closet and beside that is a bench resting underneath a set of curtains that are currently closed. The three merchants appear to all be sleeping under their sheets on the bottom bunks.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
(No one on the top bunks?)
Looking for the orb, Andolin will motion to Wren to see if he wants to stealthily check the closet, or if Andolin should try.
Top bunks are empty
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG