"We have the day shift, so breakfast to supper. Food comes down with the new guards, and sometimes we bring bread and cheese for a mid-day snack. Nobody else comes through here...that's why it's a good prison. Please, just kill me and be done with it!" Despite Rand's comical attempts at intimidation, the ruffian answers you truthfully, and seems earnest in his request. Perhaps it was the combined efforts of Salty Joe and Bankur...
(Yes, you can escort the family to the edge of the tunnel and let them go from there. There are no patrols to contend with - apparently they didn't anticipate any trouble down here, especially with the nothic guarding the place! Assuming this is what you do, that will take no more than 20-30 minutes moving cautiously. Everyone gets another 25XP for freeing the Dendrars and ensuring their safety!)
"Valefor, there is an armory of sorts in an adjoining room on the way out. I bet you can equip yourself in there. I am glad to have an extra companion for this quest. Let's get these fine folk out of harm's way and continue our journey."
With what Rhanloi has given us, I suggest we time travel out and back to this spot to explore the SE door. I think we are good on spells and such.
(OK. You've safely moved the family out of the underground hideout, equipped Valefor, and returned to the crypt. Rand is at 15/18 HP and Penumbra remains at 10/17... Any other actions before checking out the door?)
If you decide to open the double doors:
Thick dust covers the flagstones of this somber hallway. Ten feet wide, it stretches for forty feet east of you, with an opening at the end on the southern wall. The walls are decorated with faux columns every ten feet, and the double doors you just opened are sheathed in copper plate, now green with age. A relief carving of a mournful angel graces the passage-side of the doors.
"Now that they are safe perhaps we should rest for a bit, I could still use some time to recover after what that eyeball creep did to my head." Penumbra says as the group returns to the crypt.
(OK - sounds like a short rest in the armory or cells. Don't forget you also have some healing potions. Let me know what, f any, short rest benefits you gain or take. When you are ready to move on, and you open the double doors in the crypt to the east, read the spoiler in my last post. Then post your follow-on actions. =)
Pulling out his spell book as everyone stops to rest for a while Valefor begins to use some charcoal to sketch out a runic circle as drawn in the book and places a small brass bowl in the center adding incense and herbs together in the bowl and lights it with a small blip of fire from a fingertip call up his familiar!(OOC: ritual casting find familiar)
(Bankur will get his Channel Divinity: Preserve Life ability back over the short rest.)
(Also, I think Rand will get back to full HP with the rest, and Penumbra should be close. If she doesn't get back to full I will use my Healer Healing action to restore 5 HP back to her).
Bankur peers through the now opened double doors, holding his torch out in front of him for light. Stepping carefully through the door Bankur examines the floors and walls on the other side for any clues or inconsistencies.
(I'll lead the group in, with (I'm assuming) Rand next to me, doing an Investigation check for traps or anything else that may be out of place in the hallway. 14)
(Map updated. Looks like everyone will back to full HP based on Salty Joe's & Bankur's posts if Rand & Penumbra spend a HD to recover. Make sure you click on the 'Short Rest' button on your character sheets and roll your HP restored if needed.)
After taking a short rest in the armory, where Rand and Penumbra tend to their injuries and the new addition to the party summons a familiar, Bankur leads the group through the Tresendar crypt and opens the double doors sheathed in copper plate. A relief carving of a mournful angel is on the other side of the doors. Thick dust covers the flagstones of this somber hallway, and the walls are decorated with faux columns every ten feet.
As Bankur and Rand proceed down the hall, they find a pit trap in the middle of the hallway hidden under a false floor consisting of loose stone tiles laid atop breakaway timbers. The tiles and timbers collapse under their combined weight! (Unless Rand makes a DC 15 Perception check to spot the trap, Bankur & Rand need to make a DC15 Dex saving throw to catch the edge. On a failed save, you fall 20 feet to the dirt floor of the pit, taking 12 bludgeoning damage and landing prone. Oww...)
"Yes friend Rand" Bankur whispers to the human standing next to him while creeping cautiously down the hallway "I have the eyes of a hawk. I shall surely see any traps laid for us well before we get to them" Bankur then turns to look at Rand, who for some reason is no longer standing next to him, and only then realizes he's falling too.
(Dexterity check: 19)
With an amazing twist of his body as he falls, Bankur turns himself towards the lip of the opening and manages (somehow) to grab the ledge to keep himself from falling into the pit. "Ah, there you are!" Bankur says to Rand with a wide grin, who is now hanging onto the same ledge.
Seeing Rand pull himself up over the edge Bankur will wait for a helping hand from one of his friends to do the same. (OOC: Hoping to avoid having to roll to pull myself up...).
This post has potentially manipulated dice roll results.
(Penumbra is spending a hit die on the rest.4plus5per Salty's song of rest)
Seeing her companions fall into the trap Penumbra runs forward to the edge of the pit, when she sees that the two men have caught themselves she smirks and quips, "You meant to do that right? To keep the rest of us on our toes." Then, with a gentle skip and a flap of her wings she attempts to gracefully float over the gap. (Athletics for flying in such a small space and cause it might be funny:11)
Rand and Bankur have successfully revealed the pit trap in the floor, and the narrow ledges on the north and south side of the pit! Keeping your balance while walking the ledges may be easier said than done...(roll a DC10 Acrobatics check to successfully cross! If you fail, make a DC15 Dex save or take 2d6 bludgeoning damage.) Penumbra tries to fly over the pit but her wings scrape the ceiling and she comes down a little harder than expected on the other side, falling to her hands and knees.
"We have the day shift, so breakfast to supper. Food comes down with the new guards, and sometimes we bring bread and cheese for a mid-day snack. Nobody else comes through here...that's why it's a good prison. Please, just kill me and be done with it!" Despite Rand's comical attempts at intimidation, the ruffian answers you truthfully, and seems earnest in his request. Perhaps it was the combined efforts of Salty Joe and Bankur...
(Yes, you can escort the family to the edge of the tunnel and let them go from there. There are no patrols to contend with - apparently they didn't anticipate any trouble down here, especially with the nothic guarding the place! Assuming this is what you do, that will take no more than 20-30 minutes moving cautiously. Everyone gets another 25XP for freeing the Dendrars and ensuring their safety!)
Love God. Love Others. Any Questions?
(I can't seem to catch a break on the social rolls. :-P )
"Valefor, there is an armory of sorts in an adjoining room on the way out. I bet you can equip yourself in there. I am glad to have an extra companion for this quest. Let's get these fine folk out of harm's way and continue our journey."
With what Rhanloi has given us, I suggest we time travel out and back to this spot to explore the SE door. I think we are good on spells and such.
(OK. You've safely moved the family out of the underground hideout, equipped Valefor, and returned to the crypt. Rand is at 15/18 HP and Penumbra remains at 10/17... Any other actions before checking out the door?)
If you decide to open the double doors:
Thick dust covers the flagstones of this somber hallway. Ten feet wide, it stretches for forty feet east of you, with an opening at the end on the southern wall. The walls are decorated with faux columns every ten feet, and the double doors you just opened are sheathed in copper plate, now green with age. A relief carving of a mournful angel graces the passage-side of the doors.
Love God. Love Others. Any Questions?
Maybe we should short rest
I got alot a doods
"Now that they are safe perhaps we should rest for a bit, I could still use some time to recover after what that eyeball creep did to my head." Penumbra says as the group returns to the crypt.
"If we deem it safe enough, a full rest period would do wonders to restore my healing magics and prepare us for the challenges that surely lie ahead!"
(OOC: I'm all for a long rest if we feel it is safe enough as I only have one spell left right now. If not, let's do the short rest and move on.)
(Short rest is what I am suggesting. I am sitting on two spell slots here and I have healing magic. Where are you at?)
I got alot a doods
(OOC:sound like a plan)
(OK - sounds like a short rest in the armory or cells. Don't forget you also have some healing potions. Let me know what, f any, short rest benefits you gain or take. When you are ready to move on, and you open the double doors in the crypt to the east, read the spoiler in my last post. Then post your follow-on actions. =)
Love God. Love Others. Any Questions?
Pulling out his spell book as everyone stops to rest for a while Valefor begins to use some charcoal to sketch out a runic circle as drawn in the book and places a small brass bowl in the center adding incense and herbs together in the bowl and lights it with a small blip of fire from a fingertip call up his familiar!(OOC: ritual casting find familiar)
Salty Joe plays a Song of Rest. (Anyone who spends a hit dice gets an additional 1d6)
I got alot a doods
(Bankur will get his Channel Divinity: Preserve Life ability back over the short rest.)
(Also, I think Rand will get back to full HP with the rest, and Penumbra should be close. If she doesn't get back to full I will use my Healer Healing action to restore 5 HP back to her).
Bankur peers through the now opened double doors, holding his torch out in front of him for light. Stepping carefully through the door Bankur examines the floors and walls on the other side for any clues or inconsistencies.
(I'll lead the group in, with (I'm assuming) Rand next to me, doing an Investigation check for traps or anything else that may be out of place in the hallway. 14)
(Sir DM! Where are we on the map?...I have become addicted to its visual usefulness.)
I got alot a doods
(Map updated. Looks like everyone will back to full HP based on Salty Joe's & Bankur's posts if Rand & Penumbra spend a HD to recover. Make sure you click on the 'Short Rest' button on your character sheets and roll your HP restored if needed.)
After taking a short rest in the armory, where Rand and Penumbra tend to their injuries and the new addition to the party summons a familiar, Bankur leads the group through the Tresendar crypt and opens the double doors sheathed in copper plate. A relief carving of a mournful angel is on the other side of the doors. Thick dust covers the flagstones of this somber hallway, and the walls are decorated with faux columns every ten feet.
As Bankur and Rand proceed down the hall, they find a pit trap in the middle of the hallway hidden under a false floor consisting of loose stone tiles laid atop breakaway timbers. The tiles and timbers collapse under their combined weight! (Unless Rand makes a DC 15 Perception check to spot the trap, Bankur & Rand need to make a DC15 Dex saving throw to catch the edge. On a failed save, you fall 20 feet to the dirt floor of the pit, taking 12 bludgeoning damage and landing prone. Oww...)
Love God. Love Others. Any Questions?
(Spending a HD for short-rest healing: 9)
(Perception for pit-trap: 2)
As Rand and Bankur start to lead the way forward, Rand leans in to his friend and says, "We need to keep our eyes open for tra----aaaaa--aaaaps"
(saving throw with inspiration: 18)
Somehow, Rand manages to grab the ledge at the last moment and hoists himself up. (here's hoping you make your save, Bankur!)
"Yes friend Rand" Bankur whispers to the human standing next to him while creeping cautiously down the hallway "I have the eyes of a hawk. I shall surely see any traps laid for us well before we get to them" Bankur then turns to look at Rand, who for some reason is no longer standing next to him, and only then realizes he's falling too.
(Dexterity check: 19)
With an amazing twist of his body as he falls, Bankur turns himself towards the lip of the opening and manages (somehow) to grab the ledge to keep himself from falling into the pit. "Ah, there you are!" Bankur says to Rand with a wide grin, who is now hanging onto the same ledge.
Seeing Rand pull himself up over the edge Bankur will wait for a helping hand from one of his friends to do the same. (OOC: Hoping to avoid having to roll to pull myself up...).
(Penumbra is spending a hit die on the rest. 4 plus 5 per Salty's song of rest)
Seeing her companions fall into the trap Penumbra runs forward to the edge of the pit, when she sees that the two men have caught themselves she smirks and quips, "You meant to do that right? To keep the rest of us on our toes." Then, with a gentle skip and a flap of her wings she attempts to gracefully float over the gap. (Athletics for flying in such a small space and cause it might be funny: 11 )
Rand and Bankur have successfully revealed the pit trap in the floor, and the narrow ledges on the north and south side of the pit! Keeping your balance while walking the ledges may be easier said than done...(roll a DC10 Acrobatics check to successfully cross! If you fail, make a DC15 Dex save or take 2d6 bludgeoning damage.) Penumbra tries to fly over the pit but her wings scrape the ceiling and she comes down a little harder than expected on the other side, falling to her hands and knees.
Love God. Love Others. Any Questions?
Salty Joe swaggers along the edge. Acrobatics 18
I got alot a doods