"I'll bring up the rear and try to stay hidden. But perhaps before we start we could setup a trap on that secret door in the storage room. If a fight breaks out and someone wants to get away I'd bet they would retreat that way. Or maybe we could just jam it closed so they get themselves cornered if they try to run."Penumbra says falling into position in the shadows behind her friends.
(Penumbra, roll a Dex(Thieves' Tools) check and write up how you go about trapping or spiking the door =) For the group, please let me know which passage you take, or if you go through the other secret door.)
"Ok, Penumbra, I like your way of thinking. And, now that you mention the storage room, it seems like there were extra red cloaks in the armory. We just didn't think of using them at the time. So what if we go back into the cavern room, all the way up to the storage room, check the armory for some extra cloaks and, then we may as well explore that other secret door you found?"
What do you all think about Penumbra holding on to the potion of invisibility (seems like something she would up her sleeve) and giving Valefor the potion of healing (with hopes of everyone eventually having at least one on hand)? I'll add the 50 gp to the party loot.
Party Loot:
Party Gold: PP: GP: 182 EP: 15 SP: 415 CP: 600
Jewelry: 3 platinum signet rings (50 gp ea) 5 malachite gems (15 gp ea) 3 gold teeth (1gp ea) 1 Jade frog statuette (40 gp). 2 Garnets (10 gp ea)
Equipment: 2 short swords (20 gp, ea)
Previously Awarded: Potion of Healing – Rand, Penumbra, Bankur, Valefor Potion of Invisibility - Penumbra Scroll Augury - Bankur Talon, +1 long sword – Rand 50 gp each reward for clearing goblins - All 10 gp each reward for returning shipment - All Knucklebone Dice (One Charlatan’s die, one regular) - Penumbra
Tidbits:
Quilline pulls Rand aside while Carp is giving his directions and says, "If you truly be adventurers, then you should visit my old friend Reidoth the druid, since there’s not an inch of the land he doesn’t know. Reidoth recently set out for the ruins of a town called Thundertree, just west of the Neverwinter Wood. It's about fifty miles northwest of Phandalin, but I can give you directions so you can easily find the place, if you want."
Sildar: Of course, this means driving out those Cragmaw goblins, too. I will give you a 500 gp reward if you locate Cragmaw Castle and defeat or drive off the tribe’s chieftain.”
Sildar: “I also mean to find Iarno Albrek, a fellow member of the Lords’ Alliance,” he continues. “I questioned several locals today, only to learn that he disappeared while exploring the area around Tresendar Manor about two months ago, shortly after arriving in Phandalin. I ask you to investigate the manor and the surrounding area to find and bring back Iarno — or what’s left of him, if something killed him. Iarno is a short, dark-bearded human wizard in his thirties.
The three Rockseeker brothers (Gundren, Tharden, and Nundro) recently located an entrance to the long-lost Wave Echo Cave, site of the mines of the Phandelver’s Pact.
More than five hundred years ago, clans of dwarves and gnomes made an agreement known as the Phandelver’s Pact, by which they would share a rich mine in a wondrous cavern known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge (called the Forge of Spells), where magic items could be crafted. Times were good, and the nearby human town of Phandalin (pronounced fan-duh-lin) prospered as well. But then disaster struck when orcs swept through the North and laid waste to all in their path. A powerful force of orcs reinforced by evil mercenary wizards attacked Wave Echo Cave to seize its riches and magic treasures. Human wizards fought alongside their dwarf and gnome allies to defend the Forge of Spells, and the ensuing spell battle destroyed much of the cavern. Few survived the cave-ins and tremors, and the location of Wave Echo Cave was lost.
Klarg, the bugbear who leads this goblin band, had orders to waylay Gundren. Sildar heard from the goblins that the Black Spider sent word that the dwarf was to be brought to him. Sildar doesn’t know who or what the Black Spider is.
Gundren had a map showing the secret location of Wave Echo Cave, but the goblins took it when they captured him. Sildar believes that Klarg sent the map and the dwarf to the chief of the Cragmaws at a place called Cragmaw Castle. Sildar doesn’t know where that might be, but he suggests someone in Phandalin might know.
Sildar’s contact in Phandalin is a human wizard named Iarno Albrek. The wizard traveled to the town two months ago to establish order there. After the Lords’ Alliance received no word from Iarno, Sildar decided to investigate. Sildar tells you that he intends to continue on to Phandalin, since it’s the nearest settlement.
Redbrand: "Our leader is a human wizard known only as Glasstaff, because his magic staff is made of glass. His chambers are in the western end of the stronghold. Also, I think he takes orders from a mysterious figure called the Black Spider. I hear this Black Spider hired us to frighten off adventurers like you and intimidate the locals for some reason.
Mirna: I know where a valuable family heirloom is hidden. When I was a young girl, my family and I fled from the town of Thundertree after undead overran the place. My family had an herb and alchemy shop in the southern part of Thundertree, and my mum used to keep an emerald necklace hidden beneath a section of storage shelves. Although I never dared to return and retrieve it, if you find it it's yours.
(Penumbra will loot the armory for a couple bows, then have one of her stronger companions break the weapons up into wedges, whittling with her daggers where needed. Once the wedges are complete she will again have one of her stronger companions help her jam the wedges into the crack between the door and the door frame on all sides. I am assuming that the door swings open into the storage room. After she is satisfied that the wedges are jammed in good and tight she will stack as many crates and barrels in front of the door just in case someone manages to dislodge the wedges.)
Standing back and admiring her work Penumbra says, "There, at the very least that should slow down any retreat if not halt it altogether."
Rand looks at Penumbra's handy work, and helps as he is asked. "I am glad you are along, Penumbra. I never would have thought of this."
Rand looks around the armoury for any throwing daggers he might find. Seeing as he has taken a frontward role in the group, they might serve him better than a bow. With that work accomplished, Rand takes his place by the other secret door, waits for his companions to gather, and triggers the door to open.
With a solid plan, the party sets to work. They travel back through the crevasse room to the armory, securing cloaks for everybody, and finding sufficient items for Penumbra to jam shut the secret door. After a few minutes' work she steps back and nods in satisfaction. Standing back and admiring her work Penumbra says, "There, at the very least that should slow down any retreat if not halt it altogether."
Returning to the northern room with the secret doors is simple enough. Penumbra checks the secret door to the west, finding no traps. Once she pronounces it safe, Rand leads the group through, finding a staircase leading down. There is another secret door leading west, but since you are on the inside of the passage, it is not concealed. He listens at the door, but hears nothing. Once the team is ready, the paladin opens this door and steps in to a 15' x 20' chamber.
The walls of this bedchamber are covered with drapes of scarlet cloth. The furnishings include a small writing desk with matching chair, a comfortable-looking bed, and a wooden chest at the foot of the bed. Sitting at the desk is a short, dark-bearded human male in robes, studying a tome. He wears a princely mantle of ermine. A beautiful glass staff leans against his chair, within easy reach. He looks up, surprised at your sudden entrance through the secret door and confused by your red cloaks.
This post has potentially manipulated dice roll results.
Rand quickly thinks to himself, "As far as I can tell, I have two choices: bullrush him in surprise, or try to bluff him. If I thought I could pin his hands, I would rush him. More importantly, I want my companions in the room. So, maybe I can bluff him enough to get inside and then move straight to an attack."
As that flashes through his mind, Rand hears Valefor scold the wizard. Straight attack, then. Good. "It's Glasstaff, get him!" Rand rushes in, slashing with his sword, and continuing to the other side of the wizard.
(Attack: 13 Damage: 6.) (Using fighting style to re-roll that two for damage: 5) (This value was originally 7) (If that hits, I'll use divine smite to add 7 extra damage.) (The die roller didn't like me adding a line, this value was originally 6).
(@Zercious - Yeah - once you post you can only edit and add to the end. Never add anything before a dice roll result. I used to do PbP for Pathfinder on Paizo and that had a way to see what the dice rolls were and lock them in no matter if you added text or even other dice rolls in front of it! Made it much easier to write a post, check the dice roll, and then add color commentary or do what you did... Anyways, if I've read your post correctly (and I really liked the thought process and incorporating Valefor's actions!), if your strike hit, you would do a total of 13 points of damage. Right?)
Salty Joe: (delay until more people get within melee of glAssStaff) Casts Dissonant Whispers on him. (Wis Save 13 or take 12)
Valefor: Casts Catapult on the glass staff of the wizard, causing it to fly away from the left side of the man and impact the far wall hard enough to shatter it - but it doesn't break! Instead, it sounds as if you had thrown an iron-oak staff against the stone.
Rand: Rand rushes in, slashing with his sword, and continuing to the other side of the wizard. (Attack: 13 Damage: 13)
(Please make sure you move your character token on the map to indicate where you are! You have the ability to make changes - so be careful and don't move the background map, or delete something =) There is an Undo button in case you make an 'oopsie'!)
This post has potentially manipulated dice roll results.
Bankur, seeing his companion's actions, jumps into action himself. Stepping through the door and then shuffling quickly to the right, he looks down at the man sitting at the table and with a bitter smile says "This is where your reign of evil comes to an end, friend. May Ilmater's hand guide me!"
Bankur swings his mace at the man's chest with a short, compact motion made necessary by the close quarters.
(I'm using my Inspiration on this swing. I hope I get this right - the way I read the rules are that using Inspiration here gives me advantage, which in turn gives me two D20 attack rolls, and I can use the best one. Let me know if that's not correct!)
Salty Joe grabs a piece of dried beef and snaps it off in his mouth, "Sure, that sounds like a great idea."
I got alot a doods
(OK folks - where to next? Check out the map and let me know)
Love God. Love Others. Any Questions?
"Lets check out those tunnels in the West"
I got alot a doods
Bankur nods in agreement to Salty Joe's suggestion.
"I'll bring up the rear and try to stay hidden. But perhaps before we start we could setup a trap on that secret door in the storage room. If a fight breaks out and someone wants to get away I'd bet they would retreat that way. Or maybe we could just jam it closed so they get themselves cornered if they try to run." Penumbra says falling into position in the shadows behind her friends.
(Penumbra, roll a Dex(Thieves' Tools) check and write up how you go about trapping or spiking the door =) For the group, please let me know which passage you take, or if you go through the other secret door.)
Love God. Love Others. Any Questions?
"Ok, Penumbra, I like your way of thinking. And, now that you mention the storage room, it seems like there were extra red cloaks in the armory. We just didn't think of using them at the time. So what if we go back into the cavern room, all the way up to the storage room, check the armory for some extra cloaks and, then we may as well explore that other secret door you found?"
What do you all think about Penumbra holding on to the potion of invisibility (seems like something she would up her sleeve) and giving Valefor the potion of healing (with hopes of everyone eventually having at least one on hand)? I'll add the 50 gp to the party loot.
Party Loot:
Party Gold:
PP:
GP: 182
EP: 15
SP: 415
CP: 600
Jewelry:
3 platinum signet rings (50 gp ea)
5 malachite gems (15 gp ea)
3 gold teeth (1gp ea)
1 Jade frog statuette (40 gp).
2 Garnets (10 gp ea)
Equipment:
2 short swords (20 gp, ea)
Previously Awarded:
Potion of Healing – Rand, Penumbra, Bankur, Valefor
Potion of Invisibility - Penumbra
Scroll Augury - Bankur
Talon, +1 long sword – Rand
50 gp each reward for clearing goblins - All
10 gp each reward for returning shipment - All
Knucklebone Dice (One Charlatan’s die, one regular) - Penumbra
Tidbits:
Quilline pulls Rand aside while Carp is giving his directions and says, "If you truly be adventurers, then you should visit my old friend Reidoth the druid, since there’s not an inch of the land he doesn’t know. Reidoth recently set out for the ruins of a town called Thundertree, just west of the Neverwinter Wood. It's about fifty miles northwest of Phandalin, but I can give you directions so you can easily find the place, if you want."
Sildar: Of course, this means driving out those Cragmaw goblins, too. I will give you a 500 gp reward if you locate Cragmaw Castle and defeat or drive off the tribe’s chieftain.”
Sildar: “I also mean to find Iarno Albrek, a fellow member of the Lords’ Alliance,” he continues. “I questioned several locals today, only to learn that he disappeared while exploring the area around Tresendar Manor about two months ago, shortly after arriving in Phandalin. I ask you to investigate the manor and the surrounding area to find and bring back Iarno — or what’s left of him, if something killed him. Iarno is a short, dark-bearded human wizard in his thirties.
'Sounds like a plan. I look terrible in red but we all must make sacrifices. Lets go."
I got alot a doods
“Not sure about anywhere in this place they brought us all in blindfolded so I’ll follow your lead”
(Penumbra will loot the armory for a couple bows, then have one of her stronger companions break the weapons up into wedges, whittling with her daggers where needed. Once the wedges are complete she will again have one of her stronger companions help her jam the wedges into the crack between the door and the door frame on all sides. I am assuming that the door swings open into the storage room. After she is satisfied that the wedges are jammed in good and tight she will stack as many crates and barrels in front of the door just in case someone manages to dislodge the wedges.)
Standing back and admiring her work Penumbra says, "There, at the very least that should slow down any retreat if not halt it altogether."
Dexterity (Thieves tools): 17
Rand looks at Penumbra's handy work, and helps as he is asked. "I am glad you are along, Penumbra. I never would have thought of this."
Rand looks around the armoury for any throwing daggers he might find. Seeing as he has taken a frontward role in the group, they might serve him better than a bow. With that work accomplished, Rand takes his place by the other secret door, waits for his companions to gather, and triggers the door to open.
With a solid plan, the party sets to work. They travel back through the crevasse room to the armory, securing cloaks for everybody, and finding sufficient items for Penumbra to jam shut the secret door. After a few minutes' work she steps back and nods in satisfaction. Standing back and admiring her work Penumbra says, "There, at the very least that should slow down any retreat if not halt it altogether."
Returning to the northern room with the secret doors is simple enough. Penumbra checks the secret door to the west, finding no traps. Once she pronounces it safe, Rand leads the group through, finding a staircase leading down. There is another secret door leading west, but since you are on the inside of the passage, it is not concealed. He listens at the door, but hears nothing. Once the team is ready, the paladin opens this door and steps in to a 15' x 20' chamber.
The walls of this bedchamber are covered with drapes of scarlet cloth. The furnishings include a small writing desk with matching chair, a comfortable-looking bed, and a wooden chest at the foot of the bed. Sitting at the desk is a short, dark-bearded human male in robes, studying a tome. He wears a princely mantle of ermine. A beautiful glass staff leans against his chair, within easy reach. He looks up, surprised at your sudden entrance through the secret door and confused by your red cloaks.
Love God. Love Others. Any Questions?
Valefor's anger and rage get the better of him when finally facing down his jailer flinging out his hand he simply say "A wizard should know better!"
Catapult
(casting it on the glass staff aiming for the wizard)
Initiative rolls!
Bankur Init: 9
Penumbra Init: 8
Rand Init: 14
Salty Joe Init: 22
Valefor Init: 6
Creature Init: 14
(Nice spell! Will let everyone else post their surprise actions, which will have to include moving into the room...)
Love God. Love Others. Any Questions?
Rand quickly thinks to himself, "As far as I can tell, I have two choices: bullrush him in surprise, or try to bluff him. If I thought I could pin his hands, I would rush him. More importantly, I want my companions in the room. So, maybe I can bluff him enough to get inside and then move straight to an attack."
As that flashes through his mind, Rand hears Valefor scold the wizard. Straight attack, then. Good. "It's Glasstaff, get him!" Rand rushes in, slashing with his sword, and continuing to the other side of the wizard.
(Attack: 13 Damage: 6.)
(Using fighting style to re-roll that two for damage: 5) (This value was originally 7)
(If that hits, I'll use divine smite to add 7 extra damage.) (The die roller didn't like me adding a line, this value was originally 6).
(@Zercious - Yeah - once you post you can only edit and add to the end. Never add anything before a dice roll result. I used to do PbP for Pathfinder on Paizo and that had a way to see what the dice rolls were and lock them in no matter if you added text or even other dice rolls in front of it! Made it much easier to write a post, check the dice roll, and then add color commentary or do what you did... Anyways, if I've read your post correctly (and I really liked the thought process and incorporating Valefor's actions!), if your strike hit, you would do a total of 13 points of damage. Right?)
Love God. Love Others. Any Questions?
Correct. 13 points total. :)
Salty Joe is going to delay until more people get within melee of AssStaff and cast Dissonant Whispers on him. (Wis Save 13 or take 12)
I got alot a doods
Surprise Round:
Penumbra: ??
Bankur: ??
Salty Joe: (delay until more people get within melee of glAssStaff) Casts Dissonant Whispers on him. (Wis Save 13 or take 12)
Valefor: Casts Catapult on the glass staff of the wizard, causing it to fly away from the left side of the man and impact the far wall hard enough to shatter it - but it doesn't break! Instead, it sounds as if you had thrown an iron-oak staff against the stone.
Rand: Rand rushes in, slashing with his sword, and continuing to the other side of the wizard. (Attack: 13 Damage: 13)
(Please make sure you move your character token on the map to indicate where you are! You have the ability to make changes - so be careful and don't move the background map, or delete something =) There is an Undo button in case you make an 'oopsie'!)
Love God. Love Others. Any Questions?
Bankur, seeing his companion's actions, jumps into action himself. Stepping through the door and then shuffling quickly to the right, he looks down at the man sitting at the table and with a bitter smile says "This is where your reign of evil comes to an end, friend. May Ilmater's hand guide me!"
Bankur swings his mace at the man's chest with a short, compact motion made necessary by the close quarters.
(I'm using my Inspiration on this swing. I hope I get this right - the way I read the rules are that using Inspiration here gives me advantage, which in turn gives me two D20 attack rolls, and I can use the best one. Let me know if that's not correct!)
Attack Roll 1: 12
Attack Roll 2: 15
Damage: 6