Nub reiterates "I also think checking out the locked room and depriving the cultists of their ill-gotten-gains is a good idea; though Nate if you think we are likely to lose the tracks if we delay, I'm happy to defer to your judgement."
(I should have been clearer; Nate, when you looked for signs of the trail into the Mere, you actually found signs that have been marked deliberately into the trees showing the path; you would guess that the Lizardfolk use these, and you will be able to follow them. Though you may get lost occasionally on the way and have to retrace your steps, there's little risk that the trail into the Mere will disappear soon.)
Nate ponders Soar's words "Alright, yes let's go and see if there is any other stolen goods from Greenest we could possibly take with us. Those marks on the trees seem easy enough to follow so we can head out after we are done in the tunnel."
Nate would be up for that after thinking about the pouch he and Nub retrieved. It made him feel good about retrieving that. Although if it wasn't from Greenest, he would've kept it and swore Nub to secrecy. Or, asked him at least haha
"I'll need a torch to see down there though... it's dark. Unless you want me to stay here and guard the entrance? Hmmm... maybe that might be a good idea."
Nate is happy to wait guard. If not, Nate follows Soar and the others back into the tunnel, torch lit if needed.
Okay, so who's going into the tunnel? What's the marching order? Who's creating light, if anyone? And can the person in the lead give me a Perception check.
Nub says to Nate "I've put an alarm up, so we should have notification well before anything blocks our exit and personally I think there is safety in numbers. That said, you did almost come up against a lot of lizard-beast-things last time, so I understand your trepidation. if you aren't coming, may I borrow a torch?" [OOC: I thought Tortles could see in the dark, so didn't buy any - but will at the next town and repay you. I'm assuming that at least two of the others are going to want to melee, and if so, they should go first. Otherwise Nub is happy to be on the frontline and has a quite good perception (though not as good as Nate).]
[Also DM, as per this post would this conversation have been long enough for an 11 minute cast as a ritual, or should I expend a slot for a 1 minute cast?]
"I just don't like the idea of us getting stuck in that tunnel, sardined in there. Even if we know someone... or something has triggered the alarm and is coming in, we will still be jammed up in there. Here, you guys go, I will wait here, outside the tunnel. If the alarm triggers, you guys will know something is up. Hopefully an animal doesn't trigger it!" Nate chuckles.
Nate then hands Nub a torch.
Nate also casts Pass without trace on the party before they enter the tunnel, as well as on himself. He will then hide somewhere near the entrance, waiting for anyone or thing that might be attempting to enter the tunnel.
So Nate is staying guard outside the tunnel, hidden. Stealth for the hide to surprise any would be intruders: 13
This post has potentially manipulated dice roll results.
Soar is headed in, and has darkvision - she is happy to take point ahead of the group. She will set a normal pace until the trap door, then will slow down to a crawl so they can be as quiet as possible. Listen for any sound at all. Slowly open the door and look inside for anything. Come inside and quietly look around, encouraging Nub to do whatever he can to let them not get detected. Giving the group 5 quiet minutes to look around for evidence, notes, anything identifying anyone/anyplace, as well as any smaller items of value to grab. If there’s any sound at all outside, disappearing down the trap door and closing and leaving. That’s the general idea.
Before she leaves, she says, “Pete heard the hissing at night so I doubt anything is coming in during the day. We will be right back!”
Soar takes the lead, Nub following immediately behind, and Jalt bringing up the rear. Nate remains behind to guard the entrance.
It takes around twenty minutes to reach the stone steps that lead up to the strong room. The tunnel is dark, damp and cool, with fungal growths here and there, as well as the roots of some larger trees that populate the Mere. The signs of recent passage are clear, with many footprints - lizardfolk footprints - on the damp ground.
Listening, you don't hear any sounds from the strong room above, so you can move the crate and enter. The strong room is dark, but your torch lights it up nicely.
You can make an Investigation check to look for things of interest or value. If you are doing it in a hurry and only taking five minutes, roll with disadvantage, otherwise you can spend a half hour and roll a straight check.
Actually, thinking about the mechanics of the room and warehouse and lighting, Soar will offer to go up and search around solo, in the dark, to avoid the torchlight showing in the regular warehouse under the door. She'd also lay down her bedroll against the bottom of the door, the remainder leaning against the bottom of the door to muffle any errant sound. If she can find a nice heavy thing to set against the doorframe (opposite the side with the hinge) not on top of her bedroll, just so it will make it difficult to open the door, she'll do so.
She will leave her flute/pipe/recorder behind, knowing that taking it would reveal she'd been inside. She's otherwise looking for anything small to repatriate, as well as anything sensitive or revealing about the cultists.
Soar, you notice that some of the barrels and crates have a particular mark painted on them. They're not stored in one particular part of the strong room, they're all over, but the mark doesn't look too old.
You can also pick up the item you had stored here, if you want. It's still on the shelf.
From the footprints and the description, Jalt knows these are lizardfolk, common in swamps and jungles. They are fiercely territorial, live in clans and often prey on nearby settlements. You know that they speak the draconic language.
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Nub reiterates "I also think checking out the locked room and depriving the cultists of their ill-gotten-gains is a good idea; though Nate if you think we are likely to lose the tracks if we delay, I'm happy to defer to your judgement."
(I should have been clearer; Nate, when you looked for signs of the trail into the Mere, you actually found signs that have been marked deliberately into the trees showing the path; you would guess that the Lizardfolk use these, and you will be able to follow them. Though you may get lost occasionally on the way and have to retrace your steps, there's little risk that the trail into the Mere will disappear soon.)
Nate ponders Soar's words "Alright, yes let's go and see if there is any other stolen goods from Greenest we could possibly take with us. Those marks on the trees seem easy enough to follow so we can head out after we are done in the tunnel."
Nate would be up for that after thinking about the pouch he and Nub retrieved. It made him feel good about retrieving that. Although if it wasn't from Greenest, he would've kept it and swore Nub to secrecy. Or, asked him at least haha
"I'll need a torch to see down there though... it's dark. Unless you want me to stay here and guard the entrance? Hmmm... maybe that might be a good idea."
Nate is happy to wait guard. If not, Nate follows Soar and the others back into the tunnel, torch lit if needed.
Okay, so who's going into the tunnel? What's the marching order? Who's creating light, if anyone? And can the person in the lead give me a Perception check.
Nub says to Nate "I've put an alarm up, so we should have notification well before anything blocks our exit and personally I think there is safety in numbers. That said, you did almost come up against a lot of lizard-beast-things last time, so I understand your trepidation. if you aren't coming, may I borrow a torch?" [OOC: I thought Tortles could see in the dark, so didn't buy any - but will at the next town and repay you. I'm assuming that at least two of the others are going to want to melee, and if so, they should go first. Otherwise Nub is happy to be on the frontline and has a quite good perception (though not as good as Nate).]
[Also DM, as per this post would this conversation have been long enough for an 11 minute cast as a ritual, or should I expend a slot for a 1 minute cast?]
(Yes, a ritual cast is fine.)
"I just don't like the idea of us getting stuck in that tunnel, sardined in there. Even if we know someone... or something has triggered the alarm and is coming in, we will still be jammed up in there. Here, you guys go, I will wait here, outside the tunnel. If the alarm triggers, you guys will know something is up. Hopefully an animal doesn't trigger it!" Nate chuckles.
Nate then hands Nub a torch.
Nate also casts Pass without trace on the party before they enter the tunnel, as well as on himself. He will then hide somewhere near the entrance, waiting for anyone or thing that might be attempting to enter the tunnel.
So Nate is staying guard outside the tunnel, hidden. Stealth for the hide to surprise any would be intruders: 13
(I think there won't be much of any room in the tunnel for a full on melee battle, it might even be single file fighting!)
Nub takes the torch and thanks Nate, then gets him to light it before starting towards the entrance.
[I believe the tunnel was described as two person width.
If that is correct, Nub will go in front next to either Soar or Jalt, with the other person behind. Perception: 18
If it is only single file, then he will go last instead and whoever is going first can make the Perception check.]
Also, I should specify that I set the alarm to be a mental one and that members of our party were designated not to set it off.
Soar is headed in, and has darkvision - she is happy to take point ahead of the group. She will set a normal pace until the trap door, then will slow down to a crawl so they can be as quiet as possible. Listen for any sound at all. Slowly open the door and look inside for anything. Come inside and quietly look around, encouraging Nub to do whatever he can to let them not get detected. Giving the group 5 quiet minutes to look around for evidence, notes, anything identifying anyone/anyplace, as well as any smaller items of value to grab. If there’s any sound at all outside, disappearing down the trap door and closing and leaving. That’s the general idea.
Before she leaves, she says, “Pete heard the hissing at night so I doubt anything is coming in during the day. We will be right back!”
Soar perception: 11
Soar takes the lead, Nub following immediately behind, and Jalt bringing up the rear. Nate remains behind to guard the entrance.
It takes around twenty minutes to reach the stone steps that lead up to the strong room. The tunnel is dark, damp and cool, with fungal growths here and there, as well as the roots of some larger trees that populate the Mere. The signs of recent passage are clear, with many footprints - lizardfolk footprints - on the damp ground.
Listening, you don't hear any sounds from the strong room above, so you can move the crate and enter. The strong room is dark, but your torch lights it up nicely.
You can make an Investigation check to look for things of interest or value. If you are doing it in a hurry and only taking five minutes, roll with disadvantage, otherwise you can spend a half hour and roll a straight check.
Soar looks to Nub and offers to help out...
If it's Soar investigation at disadvantage: 14
Actually, thinking about the mechanics of the room and warehouse and lighting, Soar will offer to go up and search around solo, in the dark, to avoid the torchlight showing in the regular warehouse under the door. She'd also lay down her bedroll against the bottom of the door, the remainder leaning against the bottom of the door to muffle any errant sound. If she can find a nice heavy thing to set against the doorframe (opposite the side with the hinge) not on top of her bedroll, just so it will make it difficult to open the door, she'll do so.
She will leave her flute/pipe/recorder behind, knowing that taking it would reveal she'd been inside. She's otherwise looking for anything small to repatriate, as well as anything sensitive or revealing about the cultists.
Soar, you notice that some of the barrels and crates have a particular mark painted on them. They're not stored in one particular part of the strong room, they're all over, but the mark doesn't look too old.
You can also pick up the item you had stored here, if you want. It's still on the shelf.
Would Jalt recognize the footprints based off Nate's description of the creatures?
(sorry just catching up if this was covered, ignore)
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
Make a Nature check.
4
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
From the footprints and the description, Jalt knows these are lizardfolk, common in swamps and jungles. They are fiercely territorial, live in clans and often prey on nearby settlements. You know that they speak the draconic language.