While looking around the rooms they have already cleared, several party members can hear a scraping sound coming from the southwest corner of the large room with the beds. Turning, you see a crack in the wall that opens to a secret door. Through the opening, you see a half-elf dressed in similar clothing to the bandits you had seen previously. Seeing the group turn, she slams the door back and you hear footsteps on hardpack ground moving away.
Before moving ahead, everyone level up the characters to level 2.
OOC: Are there any leveling up rules we need to keep in mind? I assume we will have to rest to prepare new spells, etc., but the rest of the class features take effect immediately?
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
OOC: Are there any leveling up rules we need to keep in mind? I assume we will have to rest to prepare new spells, etc., but the rest of the class features take effect immediately?
If you get new spell levels with your level up (new spell slots) or the ability to prepare additional spells, you can prepare additional spells to add to what you have, but keep the current ones you have until a rest.
Keric turns and gives chase as well, if he can close the distance to 60 feet of the bandit, he will shout in a booming voice, laced with thunder peels, "Halt!"
Captain Blackhand: Having a keen understanding of the inner workings of the criminal mind, Beric shouts, "If ye don't raise the alarm, we'll cut ye in on the loot instead of cuttin' yer throat!"
Deception: 25
Level Up:
+1 Fighter Level
Fighting Style: Mariner - So I guess you can't Homebrew Fighting Styles? I just took Defensive Fighting Style for the AC Bonus and then added 30ft Climbing and Swimming Speed.
Beric will never wear Heavy Armor or use a Shield, so we'll just have to remember that the AC Bonus applies, even if he's unarmored.
She turns and takes the dash action as every one notices her through the doorway. Reginald runs to hold the door and Shaul bolts through to try and catch her. Keric dashes behind, but is unable to affect the command spell because the hallway she starts down is completely dark and you cannot get a visual of her. Reyllnn, Beric, and Elias follow behind with Reg holding the door for everyone to pass through.
At this point, everyone without dark vision will have disadvantage on checks and attacks without a light source.
The group comes to the bottom of a set of stairs and there are two pathways in the cavern system. One leads to a larger cavern and the other continues down a narrow hallway out of sight.
unaware of where the half elf went, combined with the darkness of the cavern and running too quickly to be able to get a proper layout of the location, I do an eenie meanie minie moe choice style and I quickly just start running down the narrow path
While looking around the rooms they have already cleared, several party members can hear a scraping sound coming from the southwest corner of the large room with the beds. Turning, you see a crack in the wall that opens to a secret door. Through the opening, you see a half-elf dressed in similar clothing to the bandits you had seen previously. Seeing the group turn, she slams the door back and you hear footsteps on hardpack ground moving away.
Before moving ahead, everyone level up the characters to level 2.
Ghosts of Saltmarsh - DM
OOC: Are there any leveling up rules we need to keep in mind? I assume we will have to rest to prepare new spells, etc., but the rest of the class features take effect immediately?
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Sounds good.
Ghosts of Saltmarsh - DM
If you get new spell levels with your level up (new spell slots) or the ability to prepare additional spells, you can prepare additional spells to add to what you have, but keep the current ones you have until a rest.
Ghosts of Saltmarsh - DM
Reginald of Neverwinter:
Reginald races over and opens the door, saying, “Someone catch her before she escapes and warns the other bandits!”
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
ShauI
I race past Reginald, feeling a new sense of speed and energy, I take off down the hallway trying to find the person who just ran off
Keric Mar:
Keric turns and gives chase as well, if he can close the distance to 60 feet of the bandit, he will shout in a booming voice, laced with thunder peels, "Halt!"
Command - DC 13 Wis save
Reyllnn follows behind the others, ready with a Fire Bolt in case of violence
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
Captain Blackhand: Having a keen understanding of the inner workings of the criminal mind, Beric shouts, "If ye don't raise the alarm, we'll cut ye in on the loot instead of cuttin' yer throat!"
Deception: 25
Level Up:
+1 Fighter Level
Fighting Style: Mariner - So I guess you can't Homebrew Fighting Styles? I just took Defensive Fighting Style for the AC Bonus and then added 30ft Climbing and Swimming Speed.
Beric will never wear Heavy Armor or use a Shield, so we'll just have to remember that the AC Bonus applies, even if he's unarmored.
"Not all those who wander are lost." - J.R.R. Tolkien
Elias will stow away his short swords, draw his bow, and nock an arrow. he will then move to the door and look in for the half - elf
perception: 9
Ghosts of Saltmarsh - DM
Okay, to start, this is the scene when you notice the half-elf through the doorway.
Ghosts of Saltmarsh - DM
Shaul
I look to the half elf's direction and say "who are you? What are you doing in this place?"
She turns and takes the dash action as every one notices her through the doorway. Reginald runs to hold the door and Shaul bolts through to try and catch her. Keric dashes behind, but is unable to affect the command spell because the hallway she starts down is completely dark and you cannot get a visual of her. Reyllnn, Beric, and Elias follow behind with Reg holding the door for everyone to pass through.
At this point, everyone without dark vision will have disadvantage on checks and attacks without a light source.
The group comes to the bottom of a set of stairs and there are two pathways in the cavern system. One leads to a larger cavern and the other continues down a narrow hallway out of sight.
Ghosts of Saltmarsh - DM
Ghosts of Saltmarsh - DM
Shaul
I quickly try to find any footprints
Investigation 13
Shaul
unaware of where the half elf went, combined with the darkness of the cavern and running too quickly to be able to get a proper layout of the location, I do an eenie meanie minie moe choice style and I quickly just start running down the narrow path
Keric Mar:
Keric taps his shield causing it to light up with a deep blue glow that pierces the gloom. Light
Shaul moves down the left hallway as Keric casts light on his shield. a 20-foot radius of light erupts from the shield (green ring).
Ghosts of Saltmarsh - DM
Shaul
I keep running down the hallway to see if the half elf is down there