Gundren and Sildar say their goodbyes and wish you luck. Gundren warns that the mine is large and dangerous, and he hasn't been able to explore it to know much else. He asks that you do the best you can for his brothers, but he faces away from you when he starts to talk about them.
You head back out after making sure your provisions are up to snuff. (Speaking of, you know you may be in the mine for several days and food may not be as abundant inside, so take this last time in town to purchase rations if you think you'll need them, or make one last Survival Check on the way to the mine to forage food. If food becomes scarce or runs out, you may face stacking levels of exhaustion. Also decide who, if anyone, is getting the healing potions and other things in the party loot. You probably won't be able to take the cart through the mine. If anyone forgot how to look at what's there, go to "My Creations" --> "My Campaigns.")
Gundren had marked the location on your map. It's only 15 miles East of Phandalin, about a half-day's journey. 11 You arrive at the entrance right around mid-day as expected with no problems. The opening does not look inviting, it appears dark, damp, and smells unpleasant. Even though it is not windy outside, the airflow seems to be pulled into the mine, making an eerie, low howling noise. (I'll pause here to let everyone finish town stuff and roll Survival if they want to.)
This post has potentially manipulated dice roll results.
Hymir 11, Absinthe 4
Dustfinger and Az Emberi find 10 pounds of food and water. Your waterskins have 1 gallon on top of that, So you have 2 days of food before you dig into your rations, and 3 days of water before you have to find more.
Here are the rules for food and water from the PHB:
Food
A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion. A normal day of eating resets the count of days without food to zero.
Water
A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day. If the character already has one or more levels of exhaustion, the character takes two levels in either case.
As you can see, water is much more important, so if you can't find a water source in the mine you'll have to come back out and scavenge for more. Alcohol doesn't count, before you ask. I won't include the first day against your food and water. Since you started in town we can assume you all ate and drank enough for the day... but go ahead and all remove 5 silver for food from town, forgot that earlier.
The mine is cold, damp, and surprisingly drafty. A noticeable breeze blows through many of its passages, flowing from the entrance inward.
Ceilings: Tunnels are 10 feet high unless noted otherwise. Rooms have 20-foot-high ceilings, while natural caverns have 30-foot-high ceilings dotted with stalactites.
Doors: Unless noted otherwise, all doors are 6 feet tall, 4 feet wide, and made of six-inch-thick cut slabs of stone fitted with iron handles and hinges. The doors are low and wide — perfect for dwarves.
Walls: The walls are hewn stone. In a few areas, they are dressed with well-fitted stone blocks.
Floors: All floors are smooth, natural stone.
Light: None unless otherwise indicated.
Stalagmites: Found in many of the natural caverns, these spires of rock rise up from the floor and can be used for cover.
The entrance tunnel leads into a large cavern supported by a natural pillar of rock and containing three stalagmites. In the western part of the cave, behind the column of rock, are three bedrolls and a heap of ordinary supplies — sacks of flour, bags of salt, casks of salted meat, lanterns, flasks of lamp oil, pickaxes, shovels, and other gear. Amid the supplies, you see the body of a dwarf miner, dead for at least a week, maybe two.
The rhythmic thunder of pounding waves echoes throughout the mine, loud enough to make the stone underfoot shiver. Waves come about two minutes apart. The sound is coming from the NE.
Dustfinger notes the dwarf. "The meat oughtta be nice and tender about now. Anyone bring potatoes and carrots?" He picks up a couple flasks of lamp oil and adds them to his pack. "Fireball in a can should come in handy."
(The adventure doesn't give a number, but let's say there are 3 lanterns, 9 flasks of oil, 3 pickaxes, 3 shovels, 2 50' lengths of rope, 3 flour and 3 salt bags, and 2 casks of salted meat. You may take as much of the gear as you want, but it doesn't appear to be worth selling.)
What is everyone else doing?
Rollback Post to RevisionRollBack
-We are all just one failed saving throw away from someone else's fantasy...
This post has potentially manipulated dice roll results.
I definitely want us to take the oil, rope and meat. Maybe even the salt? Cure meat for longevity? Not seeing any initiative I sneak ahead. 5 stealth and 11 perception GAH, SHIT!
pick up a stone cast light and put it in my pocket just in case (currently have my familiar and mage armor my familiar stays with me until killed or dismissed and i have be casting mage armor every morning if it is late afternoon i will have cast it again let me know so i can update the charges)
Dustfinger snaps his fingers a few times to little effect, small sparks shooting out from his fingers, shakes his hand and slaps it with his other, then snaps again until his dancing lights appear and orbit his head.
Dustfinger: Make sure to add the 2 oil flasks to your sheet.
Dirk: Let me know how many flasks you're taking, there were 7 left. After you post that, add them to your sheet and anyone else can take some if you left any. Since you're moving forward, you notice the NE section of this room is caved in, and there's a 20' deep pit that the wave crashing sound continues to come from every couple of minutes, and the breeze continues to go to.
Everyone: Let me know if you're taking any of the gear for your own, so I know how much to add to the cart since Absinthe is collecting it after people claim stuff. Also, did we split up the potions? Did everyone add/remove the proper amount from their sheets?
Hymir: It's currently around noon so you're probably still on your first casting of Mage Armor. Also, you need new Portent rolls for today.
Az Emberi: This dwarf looks battered. He was probably murdered. His clothes are dirty and torn, but surprisingly his boots are in pristine condition. Roll Investigation. DC 12:
He has similar features to Gundren.
Dustfinger has created light, and now even Hymir and Absinthe can see the general area.
"Maybe we should bring the body back with us when we are finished here so he can verify it. If you believe he was murdered, then there is probably some trickery afoot."
I take two flasks, and any that aren't picked up otherwise I place in party loot.
Simple game plan, kill everything, make love to women with loose morals then profit. Az, you scout well, right? cast invisibility so he can leisurely stroll ahead in relative safety.
As you get closer to the pit in the North side of the room, you notice a rope tied off on the closest stalagmite that extends all the way to the bottom. It is fastened securely and in good condition. At the bottom of the pit, there is a tunnel heading East, and one heading Northwest.
(You will not be able to take the cart or warhorse past this room, so make sure your inventory reflects what you're taking with you into the mine. I divided up the healing potions how I think you all wanted them, as per a conversation a while back. There are still some scrolls you might find useful, as well as the statue and the potion of shrinking that no one has claimed. Are we assuming Hymir is carrying all the scrolls? I know the Arcane ones he plans on writing in his spellbook when he can, what about the divine ones?)
She bows. "Indeed. Welcome, Watcher Fjolnir."
Gundren and Sildar say their goodbyes and wish you luck. Gundren warns that the mine is large and dangerous, and he hasn't been able to explore it to know much else. He asks that you do the best you can for his brothers, but he faces away from you when he starts to talk about them.
You head back out after making sure your provisions are up to snuff. (Speaking of, you know you may be in the mine for several days and food may not be as abundant inside, so take this last time in town to purchase rations if you think you'll need them, or make one last Survival Check on the way to the mine to forage food. If food becomes scarce or runs out, you may face stacking levels of exhaustion. Also decide who, if anyone, is getting the healing potions and other things in the party loot. You probably won't be able to take the cart through the mine. If anyone forgot how to look at what's there, go to "My Creations" --> "My Campaigns.")
Gundren had marked the location on your map. It's only 15 miles East of Phandalin, about a half-day's journey. 11 You arrive at the entrance right around mid-day as expected with no problems. The opening does not look inviting, it appears dark, damp, and smells unpleasant. Even though it is not windy outside, the airflow seems to be pulled into the mine, making an eerie, low howling noise. (I'll pause here to let everyone finish town stuff and roll Survival if they want to.)
-We are all just one failed saving throw away from someone else's fantasy...
On the way to the mine Fjolnir keeps an eye out for wild edibles or game. Survival 6
Dustfinger also keeps an eye on the scenery for delicious morsels. And morels. Surv 10
Survival 18
In case our survival rolls are not enough 11 Survival 9026 WINNING!
Rainbow....... Mooo....
Hymir 11, Absinthe 4
Dustfinger and Az Emberi find 10 pounds of food and water. Your waterskins have 1 gallon on top of that, So you have 2 days of food before you dig into your rations, and 3 days of water before you have to find more.
Here are the rules for food and water from the PHB:
Food
A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.
A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion.
A normal day of eating resets the count of days without food to zero.
Water
A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.
If the character already has one or more levels of exhaustion, the character takes two levels in either case.
As you can see, water is much more important, so if you can't find a water source in the mine you'll have to come back out and scavenge for more. Alcohol doesn't count, before you ask. I won't include the first day against your food and water. Since you started in town we can assume you all ate and drank enough for the day... but go ahead and all remove 5 silver for food from town, forgot that earlier.
Next post will start the mine.
-We are all just one failed saving throw away from someone else's fantasy...
General information about Wave Echo Cave:
The mine is cold, damp, and surprisingly drafty. A noticeable breeze blows through many of its passages, flowing from the entrance inward.
Ceilings: Tunnels are 10 feet high unless noted otherwise. Rooms have 20-foot-high ceilings, while natural caverns have 30-foot-high ceilings dotted with stalactites.
Doors: Unless noted otherwise, all doors are 6 feet tall, 4 feet wide, and made of six-inch-thick cut slabs of stone fitted with iron handles and hinges. The doors are low and wide — perfect for dwarves.
Walls: The walls are hewn stone. In a few areas, they are dressed with well-fitted stone blocks.
Floors: All floors are smooth, natural stone.
Light: None unless otherwise indicated.
Stalagmites: Found in many of the natural caverns, these spires of rock rise up from the floor and can be used for cover.
The entrance tunnel leads into a large cavern supported by a natural pillar of rock and containing three stalagmites. In the western part of the cave, behind the column of rock, are three bedrolls and a heap of ordinary supplies — sacks of flour, bags of salt, casks of salted meat, lanterns, flasks of lamp oil, pickaxes, shovels, and other gear. Amid the supplies, you see the body of a dwarf miner, dead for at least a week, maybe two.
The rhythmic thunder of pounding waves echoes throughout the mine, loud enough to make the stone underfoot shiver. Waves come about two minutes apart. The sound is coming from the NE.
-We are all just one failed saving throw away from someone else's fantasy...
Dustfinger notes the dwarf. "The meat oughtta be nice and tender about now. Anyone bring potatoes and carrots?" He picks up a couple flasks of lamp oil and adds them to his pack. "Fireball in a can should come in handy."
(The adventure doesn't give a number, but let's say there are 3 lanterns, 9 flasks of oil, 3 pickaxes, 3 shovels, 2 50' lengths of rope, 3 flour and 3 salt bags, and 2 casks of salted meat. You may take as much of the gear as you want, but it doesn't appear to be worth selling.)
What is everyone else doing?
-We are all just one failed saving throw away from someone else's fantasy...
I definitely want us to take the oil, rope and meat. Maybe even the salt? Cure meat for longevity? Not seeing any initiative I sneak ahead. 5 stealth and 11 perception GAH, SHIT!
Rainbow....... Mooo....
I examine the dwarf.
Whatever doesn't get claimed, Absinthe will put on the cart just incase.
pick up a stone cast light and put it in my pocket just in case (currently have my familiar and mage armor my familiar stays with me until killed or dismissed and i have be casting mage armor every morning if it is late afternoon i will have cast it again let me know so i can update the charges)
Chronomancy!!!
Dustfinger snaps his fingers a few times to little effect, small sparks shooting out from his fingers, shakes his hand and slaps it with his other, then snaps again until his dancing lights appear and orbit his head.
Dustfinger: Make sure to add the 2 oil flasks to your sheet.
Dirk: Let me know how many flasks you're taking, there were 7 left. After you post that, add them to your sheet and anyone else can take some if you left any. Since you're moving forward, you notice the NE section of this room is caved in, and there's a 20' deep pit that the wave crashing sound continues to come from every couple of minutes, and the breeze continues to go to.
Everyone: Let me know if you're taking any of the gear for your own, so I know how much to add to the cart since Absinthe is collecting it after people claim stuff. Also, did we split up the potions? Did everyone add/remove the proper amount from their sheets?
Hymir: It's currently around noon so you're probably still on your first casting of Mage Armor. Also, you need new Portent rolls for today.
Az Emberi: This dwarf looks battered. He was probably murdered. His clothes are dirty and torn, but surprisingly his boots are in pristine condition. Roll Investigation. DC 12:
He has similar features to Gundren.
Dustfinger has created light, and now even Hymir and Absinthe can see the general area.
-We are all just one failed saving throw away from someone else's fantasy...
Investigation 13
Passive investigation 15
"I think this is Gundrens brother."
"Maybe we should bring the body back with us when we are finished here so he can verify it. If you believe he was murdered, then there is probably some trickery afoot."
I take two flasks, and any that aren't picked up otherwise I place in party loot.
Simple game plan, kill everything, make love to women with loose morals then profit. Az, you scout well, right? cast invisibility so he can leisurely stroll ahead in relative safety.
Rainbow....... Mooo....
As you get closer to the pit in the North side of the room, you notice a rope tied off on the closest stalagmite that extends all the way to the bottom. It is fastened securely and in good condition. At the bottom of the pit, there is a tunnel heading East, and one heading Northwest.
(You will not be able to take the cart or warhorse past this room, so make sure your inventory reflects what you're taking with you into the mine. I divided up the healing potions how I think you all wanted them, as per a conversation a while back. There are still some scrolls you might find useful, as well as the statue and the potion of shrinking that no one has claimed. Are we assuming Hymir is carrying all the scrolls? I know the Arcane ones he plans on writing in his spellbook when he can, what about the divine ones?)
-We are all just one failed saving throw away from someone else's fantasy...