One more room Gundren.... and then the dragon! Weeeeee! I take everything not nailed down for party loot. Maybe keep the knife upon further inspection, tell everyone if I do. 8
Fjolnir slips in blood trying to pry his axe free from the goblins skull. He pulls, at a poor angle and the head frees from the creatures spine, neck stretched and contorted. "Oh for ****s sake" he drags the mess to a door jamb and beats the axe free on an exposed timber, then proceeds to collect stray arrows, unintelligibly complaining.
Dirk: You collect the items on the altar for party loot. They appear to be worth a decent coin, but hold no special or magical properties. Even the knife is more ceremonial or decorative than useful. The chalice, knife, and censer are worth 150 gp, 60 gp, and 120 gp, respectively. (converted to gold and added to party loot, I'm just assuming anytime you'd be able to buy, you could sell these, and adding the total gold value is just easier on everyone.)
Dustfinger, the drow, who just a few minutes ago was a gnome that killed a drow (that was actually a doppleganger in disguise) out of hatred, (that's called irony) investigates the dark temple room with their darkvision. They see a glint of something in the coals of the brazier, and pull out a crimson cloth, wrapped around a gold statuette of a sun elf. (100GP) Added to party loot.
Hymir and Az Emberi: Four plain straw pallets and bedrolls are lined up on the floor of this barracks. Brackets on the walls hold a number of weapons — spears, swords, morningstars, and more. The north wall shows signs of damage, but the floor is swept clean of rubble. Judging by how much cleaner this is from normal goblin quarters, this is probably where the hobgoblins stayed. Mounted to the walls are five spears, four longswords, three morningstars, two greatswords, and a fine quarterstaff, all in good shape, and suitable for sale. The quarterstaff is engraved with stylized feathers, is surprisingly light (1 lb.), and worth 10 gp. Added to party loot before liquidating in case you want to divvy up weapons before selling them.
Fjolnir collects arrows after hoping no one saw him slip in viscera.
Absinthe and Dirk have a moment.
Gundren enters the storeroom and sees the bloody suit of chain mail, heavy crossbow, and longsword with the emblem of Neverwinter and exclaims, "By Moradin's Beard, That's Sildar's! He would love to see this again." He starts collecting it up.
You have now been in every room and slain everything here. Here's the DM version of the map for ease:
So you can now move around by calling out room numbers.
MUTHAFUKIN' XP YO! For killing and or dealing with King Grol, his wolf, Vyerith, Kitchen Goblins, the rubble trap, the Barracks Goblins, Guard Post Goblins, Hobgoblins, Altar Goblins, and the Grick, you EACH gain 475 XP! That brings your total character XP to 1895.
You may discuss what you'd like to do next.
Rollback Post to RevisionRollBack
-We are all just one failed saving throw away from someone else's fantasy...
"Ok. Now we need to figure out what to do about our dragon problem. I don't think Gundren will be able to make the trip to Thundertree then back to Phandelver. But if we go anywhere but back to thundertree Venomfang will kill us. I think the dragon is full of shit. I don't think he has our scents marked. I also have the ability to mark a smell and track it and while I'm no dragon something seems fishy about how he said he could. We've been gone from him for days that scent should fade. But we have the added problem of he know where we went what if he's stalking us? I have a proposal. You all go back to Thundertree. I will give you a eight hour head start. Once you're far enough away. I'll turn into a panther and carry our friend back to Phandelver. My shape change should mask my scent in case Venomfang wasn't lying and it should allow you time to be far enough away that he won't notice me going the other direction. If he even notices your party is one short you can tell him I fell in the castle. I'll get Gundren to safety and try and enlist the aid of Sidlar. I'll bring him back to you as quickly as I can. All you must do is stall and wait then we can fight the dragon with another seasoned warrior at our side and not needing to fear the safety of our combat challenged friend."
I think that may be our best plan, I know almost all the men were either killed by us or ran off but maybe those 2 cowards Dirk tricked could be hired to help out I think it's worth a shot
Fjolnir mulls it over a minute. "That leaves you fairly exposed in transit, doesn't it? What's the likelihood you'll run into trouble at that pace? I can sense the dragon for about a minute if I try, but it takes a bit of concentration." He walks over to the rubble opening in the room and squats down to listen. "It doesn't give us much of a drop on him. And what chain of events will occur? I'm just wondering a few possible actions out from our decision. In either case, that Thundertree barracks is fairly hardened, we might be able to hold up there. We really need to get the drop on that thing in whichever way we engage it, and it needs to be the moment and spot of our choosing to stack any slim odds there can be in our favor. I mean, one extra volley of arrows could make a difference."
Dustfinger wanders around with Hymir, aided in his active search of the place with Hymir's casual but perceptive glancing about.
There are 15 areas, with 3 being split north and south. Follow them sequentially, with 3 south coming before 3 north, 3 north being number 4 on this list, and 5 being 4, and 6 being 5, etc.
Everyone settles in for a rest. Hymir and Dustfinger take first watch and proceed to systematically search every room in the castle.
Just outside of room 6, the storeroom holds a small barrel of Dwarven ale that was overlooked by the goblins. It's size warrants about 20 glasses total of the drink.
You spend the better part of an hour searching the rest of the castle. You find nothing else of import.
Hymir starts the ritual casting of identify on anything that seems to give a magical aura. The Knife, Censer, and Chalice from the altar, the fine staff from the barracks, all seem to be mundane. However, the gold figurine pulled out of the brazier seems like something more. After 11 minutes of casting, you determine that: Any non-evil creature grasping the statue can ask it a question and receive a telepathic response, as though it had cast augury. Once a creature has asked its question and received a response, it can never activate the statuette again.
One more room Gundren.... and then the dragon! Weeeeee! I take everything not nailed down for party loot. Maybe keep the knife upon further inspection, tell everyone if I do. 8
Rainbow....... Mooo....
Dustfinger begins snooping around looking for hidden stuff, like traps, secret rooms, treasure, etc.
Investigation 17
One last room old friend but it seems like it my be over
Go and open the last door
Chronomancy!!!
Absinthe sits down on the alter and begins to scratch his balls while rubbing one Nipple, not in a sexual manner, more like a playful massage.
Amidst doing my thing I look up at Absinthe doing his.... his life his way.... and I nod... with utmost respect.
Rainbow....... Mooo....
Fjolnir slips in blood trying to pry his axe free from the goblins skull. He pulls, at a poor angle and the head frees from the creatures spine, neck stretched and contorted. "Oh for ****s sake" he drags the mess to a door jamb and beats the axe free on an exposed timber, then proceeds to collect stray arrows, unintelligibly complaining.
I go peak in that last room stealth 15
Dirk:
You collect the items on the altar for party loot. They appear to be worth a decent coin, but hold no special or magical properties. Even the knife is more ceremonial or decorative than useful. The chalice, knife, and censer are worth 150 gp, 60 gp, and 120 gp, respectively. (converted to gold and added to party loot, I'm just assuming anytime you'd be able to buy, you could sell these, and adding the total gold value is just easier on everyone.)
Dustfinger, the drow, who just a few minutes ago was a gnome that killed a drow (that was actually a doppleganger in disguise) out of hatred, (that's called irony) investigates the dark temple room with their darkvision. They see a glint of something in the coals of the brazier, and pull out a crimson cloth, wrapped around a gold statuette of a sun elf. (100GP) Added to party loot.
Hymir and Az Emberi:
Four plain straw pallets and bedrolls are lined up on the floor of this barracks. Brackets on the walls hold a number of weapons — spears, swords, morningstars, and more. The north wall shows signs of damage, but the floor is swept clean of rubble. Judging by how much cleaner this is from normal goblin quarters, this is probably where the hobgoblins stayed.
Mounted to the walls are five spears, four longswords, three morningstars, two greatswords, and a fine quarterstaff, all in good shape, and suitable for sale. The quarterstaff is engraved with stylized feathers, is surprisingly light (1 lb.), and worth 10 gp. Added to party loot before liquidating in case you want to divvy up weapons before selling them.
Fjolnir collects arrows after hoping no one saw him slip in viscera.
Absinthe and Dirk have a moment.
Gundren enters the storeroom and sees the bloody suit of chain mail, heavy crossbow, and longsword with the emblem of Neverwinter and exclaims, "By Moradin's Beard, That's Sildar's! He would love to see this again." He starts collecting it up.
You have now been in every room and slain everything here. Here's the DM version of the map for ease:
So you can now move around by calling out room numbers.
MUTHAFUKIN' XP YO!
For killing and or dealing with King Grol, his wolf, Vyerith, Kitchen Goblins, the rubble trap, the Barracks Goblins, Guard Post Goblins, Hobgoblins, Altar Goblins, and the Grick, you EACH gain 475 XP! That brings your total character XP to 1895.
You may discuss what you'd like to do next.
-We are all just one failed saving throw away from someone else's fantasy...
I go back through the rooms I passed over with my passive investigation of 15 then I spend time casting identify on each seemingly magical item
Arcana to assess the value and level of magic in each item
25
Chronomancy!!!
I'm going to sleep. Like now.... Room 6 if it's cozy sleep until I feel whole again. I really need my hit dice back.
Rainbow....... Mooo....
Nature. 11 advantage. 4
"Ok. Now we need to figure out what to do about our dragon problem. I don't think Gundren will be able to make the trip to Thundertree then back to Phandelver. But if we go anywhere but back to thundertree Venomfang will kill us. I think the dragon is full of shit. I don't think he has our scents marked. I also have the ability to mark a smell and track it and while I'm no dragon something seems fishy about how he said he could. We've been gone from him for days that scent should fade. But we have the added problem of he know where we went what if he's stalking us? I have a proposal. You all go back to Thundertree. I will give you a eight hour head start. Once you're far enough away. I'll turn into a panther and carry our friend back to Phandelver. My shape change should mask my scent in case Venomfang wasn't lying and it should allow you time to be far enough away that he won't notice me going the other direction. If he even notices your party is one short you can tell him I fell in the castle. I'll get Gundren to safety and try and enlist the aid of Sidlar. I'll bring him back to you as quickly as I can. All you must do is stall and wait then we can fight the dragon with another seasoned warrior at our side and not needing to fear the safety of our combat challenged friend."
Maybe see if there are any brave, stupid.... cheap mercenaries looking for a fight while you are there? Just a thought.
Rainbow....... Mooo....
I think that may be our best plan, I know almost all the men were either killed by us or ran off but maybe those 2 cowards Dirk tricked could be hired to help out I think it's worth a shot
Chronomancy!!!
Fjolnir mulls it over a minute. "That leaves you fairly exposed in transit, doesn't it? What's the likelihood you'll run into trouble at that pace? I can sense the dragon for about a minute if I try, but it takes a bit of concentration." He walks over to the rubble opening in the room and squats down to listen. "It doesn't give us much of a drop on him. And what chain of events will occur? I'm just wondering a few possible actions out from our decision. In either case, that Thundertree barracks is fairly hardened, we might be able to hold up there. We really need to get the drop on that thing in whichever way we engage it, and it needs to be the moment and spot of our choosing to stack any slim odds there can be in our favor. I mean, one extra volley of arrows could make a difference."
Dustfinger wanders around with Hymir, aided in his active search of the place with Hymir's casual but perceptive glancing about.
There are 15 areas, with 3 being split north and south. Follow them sequentially, with 3 south coming before 3 north, 3 north being number 4 on this list, and 5 being 4, and 6 being 5, etc.
I follow him through each room and after his initial look I add
and that
Making him do a double take on each thing...and is no way annoying
Chronomancy!!!
I think with Az Emberis ability to change scent and if he takes the invisibility potion to use in case of emergency it's our best bet
Chronomancy!!!
Everyone settles in for a rest. Hymir and Dustfinger take first watch and proceed to systematically search every room in the castle.
Just outside of room 6, the storeroom holds a small barrel of Dwarven ale that was overlooked by the goblins. It's size warrants about 20 glasses total of the drink.
You spend the better part of an hour searching the rest of the castle. You find nothing else of import.
Hymir starts the ritual casting of identify on anything that seems to give a magical aura. The Knife, Censer, and Chalice from the altar, the fine staff from the barracks, all seem to be mundane. However, the gold figurine pulled out of the brazier seems like something more. After 11 minutes of casting, you determine that: Any non-evil creature grasping the statue can ask it a question and receive a telepathic response, as though it had cast augury. Once a creature has asked its question and received a response, it can never activate the statuette again.
-We are all just one failed saving throw away from someone else's fantasy...
Absinthe takes a swig of the Dwarven ale, then man handles the statue and asks, "What is a green dragons weakness?"
After getting an answer he burps loudly, then lays down and passes out.