Inspiration for Barnaby! Very funny. You made your DM laugh.
Edit: Nevermind. You and Fope already have it, according to the little thing I have in the OP.
Barnaby holds the patch's strap with his left hand, gathering the loose leather behind his head. The patch itself covers his eye and much more, including a large part of his cheek and most of the face between his nose and his ear. It was likely worn, once upon a time, by a human.
Ireena snorts and covers her mouth to hide a smile.
Other than causing an NPC to giggle, the eyepatch appears to have no effect.
Kif takes the ax and looks it over, does he recognize the runes or anything else about the ax, given his time in the forges can he tell whether its well made and servicable or just ornamental
everything else I entered into the party look entry on roll20, including the eyepatch...just to keep track of things, at some point I might try and go back and see if anything should be in there that isn't
The final space left to explore in this room is the open doorway leading east, in the southeast corner. I've positioned you all down there.
Through the doorway you see a short flight of steps up, followed by a landing, followed by another short flight of steps up. You get the sense that, at the top of the second set of steps, you would be near the room where you fought the Gricks. It's not clear that this hallway leads directly there, though. You could also walk the long way around, across space you've already explored, to get back to the same room.
Those are your two options: This new hallway, which may or may not get back to where you were but it probably gets near it, or go back around the way you know. You remember with some certainty that there were doors you did not explore out of that room.
Well, we're here, we might as well have a look at what's behind door number two. Kif, why don't you pop up those stairs and open the door. If there's hostiles in there, you should probably come back down here and bait them towards us. We don't want to get stuck fighting in that hallway. Bad things would go down for sure. We should all take defensive positions.
With that, Barnaby backs against the west wall, putting as much distance as possible between himself and the possible danger. He also takes note of the cover available to himself in the small bed chamber.
Ok. I've moved Kif up the first flight of steps and arrives at the first landing. The stairs continue to rise in front of you - you estimate that they bring you back up to the level where you first came down from the attic, and the same level where you fought the Gricks - and there is also a hallway pointing to your south.
Kif, and only Kif, make a Perception check. I will wait to see what you roll before I tell you what else you might percept.
BTW: Kif is wielding his standard ax, having slung the fancy silver one off his backpack for now. He also recently took a moment to freshen up with a splash of Ax body spray, Anarchy for Him scent
Ok. It’s your sense that the stairs up lead you quite close to the Grick room. The passage south goes about 20 feet to a door.
Edit: To sum up, then, there is this passage south, a passage south from the Grick room, and whatever mysteries might connect this passage to (you would assume) the westward door out of the Grick room.
I think we want to head south, folks, I don't mind being first up if there's a monster to beat on, but I wouldn't mind a second set of eyes on some of these creepy halls
The collapsing floor reveals a spiked pit, 20' deep. Between the fall and the spikes you take 17 damage.
I've uploaded a new map of what you've seen so far. As you make your way through this hall, you begin to hear chanting. In these narrow halls it's echoing a bit and you're not sure what direction it's coming from.
At your feet, of course, is a 20' drop with an angry and injured Kif at the bottom. On the other side of the pit, you can just make out an opening on the east side of the hallway, and then the hallway appears to become a flight of stairs going down.
Damn it, next time we're near civilization maybe we should look to add a rogue or something to our party to help with looking for traps. Can someone lower me a length of hempen rope?
“It’s actually kind of comfortable. What’s that Fope?”
Inspiration for Barnaby! Very funny. You made your DM laugh.
Edit: Nevermind. You and Fope already have it, according to the little thing I have in the OP.
Barnaby holds the patch's strap with his left hand, gathering the loose leather behind his head. The patch itself covers his eye and much more, including a large part of his cheek and most of the face between his nose and his ear. It was likely worn, once upon a time, by a human.
Ireena snorts and covers her mouth to hide a smile.
Other than causing an NPC to giggle, the eyepatch appears to have no effect.
Kif takes the ax and looks it over, does he recognize the runes or anything else about the ax, given his time in the forges can he tell whether its well made and servicable or just ornamental
7 investigation
These finds do have a certain grimness to them
Kif does not recognize the runes. The workmanship in the metal is very fine. The blade is not large or heavy, but it is very sharp.
Perhaps if you just spent some time with it, its nature would reveal itself to you.
I'll need to look into this more closely
everything else I entered into the party look entry on roll20, including the eyepatch...just to keep track of things, at some point I might try and go back and see if anything should be in there that isn't
The final space left to explore in this room is the open doorway leading east, in the southeast corner. I've positioned you all down there.
Through the doorway you see a short flight of steps up, followed by a landing, followed by another short flight of steps up. You get the sense that, at the top of the second set of steps, you would be near the room where you fought the Gricks. It's not clear that this hallway leads directly there, though. You could also walk the long way around, across space you've already explored, to get back to the same room.
Those are your two options: This new hallway, which may or may not get back to where you were but it probably gets near it, or go back around the way you know. You remember with some certainty that there were doors you did not explore out of that room.
Well, we're here, we might as well have a look at what's behind door number two. Kif, why don't you pop up those stairs and open the door. If there's hostiles in there, you should probably come back down here and bait them towards us. We don't want to get stuck fighting in that hallway. Bad things would go down for sure. We should all take defensive positions.
With that, Barnaby backs against the west wall, putting as much distance as possible between himself and the possible danger. He also takes note of the cover available to himself in the small bed chamber.
Ok. I've moved Kif up the first flight of steps and arrives at the first landing. The stairs continue to rise in front of you - you estimate that they bring you back up to the level where you first came down from the attic, and the same level where you fought the Gricks - and there is also a hallway pointing to your south.
Kif, and only Kif, make a Perception check. I will wait to see what you roll before I tell you what else you might percept.
10 Percepting
BTW: Kif is wielding his standard ax, having slung the fancy silver one off his backpack for now. He also recently took a moment to freshen up with a splash of Ax body spray, Anarchy for Him scent
Ok. It’s your sense that the stairs up lead you quite close to the Grick room. The passage south goes about 20 feet to a door.
Edit: To sum up, then, there is this passage south, a passage south from the Grick room, and whatever mysteries might connect this passage to (you would assume) the westward door out of the Grick room.
I think we want to head south, folks, I don't mind being first up if there's a monster to beat on, but I wouldn't mind a second set of eyes on some of these creepy halls
I think that would be fine Kif. Lead the way.
Kif heads on down the hall to the south slowly
You all make your way up the steps to the first landing, or as close as you can get in these narrow passages.
Kif makes his way south down the hallway. He goes about 15 feet when there’s a heavy wooden groan and the floor gives way beneath him.
Kif, give me a Dex save, please.
5 deck save
The collapsing floor reveals a spiked pit, 20' deep. Between the fall and the spikes you take 17 damage.
I've uploaded a new map of what you've seen so far. As you make your way through this hall, you begin to hear chanting. In these narrow halls it's echoing a bit and you're not sure what direction it's coming from.
At your feet, of course, is a 20' drop with an angry and injured Kif at the bottom. On the other side of the pit, you can just make out an opening on the east side of the hallway, and then the hallway appears to become a flight of stairs going down.
"Angry and injured" Kif is correct
Damn it, next time we're near civilization maybe we should look to add a rogue or something to our party to help with looking for traps. Can someone lower me a length of hempen rope?
Ireena lowers you a rope, and the party members help you climb out without much trouble.
You are all on the north side of the pit.
How wide is the pit?
Hey folks, we could try and get across this thing or maybe we should go up to the bug room and see if that door south gets us past this trap
Puddin', might you have a little healing for me, that whole spiked pit thing hurt a bit
Barnaby casts feather fall on Kif as soon as the floor gives way.
“Careful there Kif. I think there’s a weak spot.”