Glasstaff's robes contain no pockets, hidden or otherwise as far as you can tell. His staff, however, definitely exudes a magical aura. You can't tell what it does precisely, but you do remember it slightly glowing when he casted Shield on himself.
This post has potentially manipulated dice roll results.
"Nice kick Brandor," Callie says with a wry smile once Glasstaff hits the ground and doesn't get up, "I think he'll still be seeing stars when he wakes up!" She looks back towards the door and, on noticing that <Squelch> is up again, shouts "Squelch, you're alright!" She runs over, fumbling to sheath her sword, and gives the cleric a hug. After a moment, the scout releases the kenku and takes a proper look around. Callie's breath hitches once she realizes where they are, and her eyes nervously scan their surroundings for any sign of the thing in the crevasse.
This post has potentially manipulated dice roll results.
<Squelch> returns the hug weakly. <Callie's voice> "Squelch, you're alright." He then approaches Grum and makes a few strange gestures, ending with them with touching the center of Grum's forehead. <Young woman's voice> "You walk the path between Life and Death. You deliver Death to those who are called and restore Life to those worthy. You are a true servant of the Grave." <Squelch> then walks back towards the lab and searches it.
Grum stares nonplussed as <Squelch> gestures to him. With the final touch and the words spoken - or, at least, recited, Grum becomes visibly uncomfortable. Bashful, even. He stares at the floor for a moment. "I am certainly no cleric. When you live in the wilds for a while, you learn to take care of yourself, that is all. You are welcome though."
Grum immediately ties the wizard up and moves the staff well out of reach. "I suspect Halia might like to take delivery of this one."
(I realise Grum is tying a number of people up. I'm assuming that from the 50ft rope in his starting kit, he's able to tie someone up and cut the rope off. I have no idea how much rope it might take to do that, but happy to follow DM's judgement call. I'll go through and work out how many people Grum's tied up at some point, but sure there's still plenty of rope left!)
Squelch investigates the room, but finds nothing hidden or out of place. In plain view are two key points, the desk and the chest sitting next to the end of the bed. The chest contains the spoils befitting a leader of the notorious Redbrand gang: 130gp, 180sp, five dull-red quartz pieces, two green, clear gems and one pearl. Sitting atop the pile of coins and gems are two scrolls, the spells contained within unbeknownst to you. The desk contains blank parchments and a quill of ink, and on top there is a letter that looks like it was just opened, an envelope still half covering it.
Callie, you notice a small, dug out portion at the bottom in the wall of the crevasse but due to the current angle you do not see what is in it. You don't notice anything extra in the crevasse itself but as you look up you see a big green eye the size of your head peering around a pillar on the other side of the chasm. The rest of the creature boasts an array of dark brown horn-like spikes across its back and large, terrible talons for hands. As you notice it, it ducks back around the pillar and hides.
"aH. yOu sAw Me. bUT I sEe yOu ToO. yOu KiLleD thE WiZarD. MuCh meAt fOr Me."
(Between you and Garr's rope I'd say you can tie Glasstaff up around the legs and hands and thats all. From my Expert Googling Skills™ apparently 50ft is good enough for 2 and 1/2 ish people depending on how much you tie them up so we'll stick with that.)
Callie freezes at the sight of creature ducking behind a pillar. She dimly recalled that Blackstaff had called it "Nothic," though whether that was the creature's name or the name for its species the scout didn't know. Frankly, she isn't sure that she wants to know. "Guys..." her terrified whispers carry only a short distance in the crevasse, "we aren't alone down here..." Callie has a hand tightly gripping the hilt of her sword, but her knees are tensed and ready to run the other way.
Upon seeiing the Green eye Garr ducks behind the pillar.
"What in the world is that thing!?" Garr mutters to everyone.
(Assuming Callie shares the information:) "I'll lose no sleep over turning those Redbrands over to this thing, however I don't like the idea of leaving this thing here to roam free. What if it runs out of meat and ventures out of this cavern or worse, into town? Or finds this 'Black Spider' and starts working for him? I think we should kill it rather than our four prisoners." Back planted against the wall, Garr loads his hand crossbow still imbued with the essence of fire. "Plus, eating corpses seems... unbecoming."
"Alright ye beastie, give us good reason not to clear you outta this place too! We can't as well be bring'n corpses to ye everyday and these here today will run out. So, to me you've got two choices, bugger off or we settle this now." Brandor doesn't seem to be in the business of feeding the dead or nearly dead to any random creatures they come across.
You hear it speak with its mouth, it's gnarled voice echoing off the walls and the pit itself, but it's not a language any of you can understand.
"yOu mUsT bE hUrTing! wEaK liTTlE bEIngS. I cAn kilL yOu wiTH My oNe bIg EyE aND sHaRp clAwS oF mInE! yOu prOmISEd mE tHe mEaT in THIs CaVe, AnD i WilL tAkE yOur mEAt inSteaD iF yOU dO noT bRinG mE the ScARlet cLoAKs!"The whispers get more intense, and although theyre more like thoughts being projected into your head rather than words you can feel a tone of anger.
Though clearly terrified of whatever the thing in the crevasse is, Callie's fleeting resolve is bolstered by her companions blunt refusal of the creature's demands. If they can clear this entire hideout of Redbrands and bugbears, then certainly they can take on a lone monstrosity... right? With shaking hands, Callie draws her sword again and moves to stand by Brandor and Garr. Though she can't stop her own fear and revulsion of the Nothic, she also can't ignore the great harm it might cause if left alone.
"The deal you proposed was for corpses, and the men we've captured aren't corpses. We're taking them with us."
The creature is angry, and returns one last angry gaze with its large viridescent eye before ducking around the corner. Everyone please roll Initiative!
Glasstaff's robes contain no pockets, hidden or otherwise as far as you can tell. His staff, however, definitely exudes a magical aura. You can't tell what it does precisely, but you do remember it slightly glowing when he casted Shield on himself.
"Nice kick Brandor," Callie says with a wry smile once Glasstaff hits the ground and doesn't get up, "I think he'll still be seeing stars when he wakes up!" She looks back towards the door and, on noticing that <Squelch> is up again, shouts "Squelch, you're alright!" She runs over, fumbling to sheath her sword, and gives the cleric a hug. After a moment, the scout releases the kenku and takes a proper look around. Callie's breath hitches once she realizes where they are, and her eyes nervously scan their surroundings for any sign of the thing in the crevasse.
Perception: 25
<Squelch> returns the hug weakly. <Callie's voice> "Squelch, you're alright." He then approaches Grum and makes a few strange gestures, ending with them with touching the center of Grum's forehead. <Young woman's voice> "You walk the path between Life and Death. You deliver Death to those who are called and restore Life to those worthy. You are a true servant of the Grave." <Squelch> then walks back towards the lab and searches it.
Investigation: 7
Medicine: 26 (if needed)
Grum stares nonplussed as <Squelch> gestures to him. With the final touch and the words spoken - or, at least, recited, Grum becomes visibly uncomfortable. Bashful, even. He stares at the floor for a moment. "I am certainly no cleric. When you live in the wilds for a while, you learn to take care of yourself, that is all. You are welcome though."
Grum immediately ties the wizard up and moves the staff well out of reach. "I suspect Halia might like to take delivery of this one."
(I realise Grum is tying a number of people up. I'm assuming that from the 50ft rope in his starting kit, he's able to tie someone up and cut the rope off. I have no idea how much rope it might take to do that, but happy to follow DM's judgement call. I'll go through and work out how many people Grum's tied up at some point, but sure there's still plenty of rope left!)
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationSquelch investigates the room, but finds nothing hidden or out of place. In plain view are two key points, the desk and the chest sitting next to the end of the bed. The chest contains the spoils befitting a leader of the notorious Redbrand gang: 130gp, 180sp, five dull-red quartz pieces, two green, clear gems and one pearl. Sitting atop the pile of coins and gems are two scrolls, the spells contained within unbeknownst to you. The desk contains blank parchments and a quill of ink, and on top there is a letter that looks like it was just opened, an envelope still half covering it.
Callie, you notice a small, dug out portion at the bottom in the wall of the crevasse but due to the current angle you do not see what is in it. You don't notice anything extra in the crevasse itself but as you look up you see a big green eye the size of your head peering around a pillar on the other side of the chasm. The rest of the creature boasts an array of dark brown horn-like spikes across its back and large, terrible talons for hands. As you notice it, it ducks back around the pillar and hides.
"aH. yOu sAw Me. bUT I sEe yOu ToO. yOu KiLleD thE WiZarD. MuCh meAt fOr Me."
(Between you and Garr's rope I'd say you can tie Glasstaff up around the legs and hands and thats all. From my Expert Googling Skills™ apparently 50ft is good enough for 2 and 1/2 ish people depending on how much you tie them up so we'll stick with that.)
Callie freezes at the sight of creature ducking behind a pillar. She dimly recalled that Blackstaff had called it "Nothic," though whether that was the creature's name or the name for its species the scout didn't know. Frankly, she isn't sure that she wants to know. "Guys..." her terrified whispers carry only a short distance in the crevasse, "we aren't alone down here..." Callie has a hand tightly gripping the hilt of her sword, but her knees are tensed and ready to run the other way.
"WeLL dONe. yOU hAve cleARed thEm aLl yeS?" It asks telepathically, peeking out once more.
Callie, please make a Deception check for me
Deception: 18
"oHh, yOuvE cAptURed sOmE oF tHe scArlEt cLoAKs tOo hAve yOU? bRinG theM tO mE aNd lEAVE alreaDy."
Upon seeiing the Green eye Garr ducks behind the pillar.
"What in the world is that thing!?" Garr mutters to everyone.
(Assuming Callie shares the information:) "I'll lose no sleep over turning those Redbrands over to this thing, however I don't like the idea of leaving this thing here to roam free. What if it runs out of meat and ventures out of this cavern or worse, into town? Or finds this 'Black Spider' and starts working for him? I think we should kill it rather than our four prisoners." Back planted against the wall, Garr loads his hand crossbow still imbued with the essence of fire. "Plus, eating corpses seems... unbecoming."
"Alright ye beastie, give us good reason not to clear you outta this place too! We can't as well be bring'n corpses to ye everyday and these here today will run out. So, to me you've got two choices, bugger off or we settle this now." Brandor doesn't seem to be in the business of feeding the dead or nearly dead to any random creatures they come across.
Intimidation: 17
You hear it speak with its mouth, it's gnarled voice echoing off the walls and the pit itself, but it's not a language any of you can understand.
"yOu mUsT bE hUrTing! wEaK liTTlE bEIngS. I cAn kilL yOu wiTH My oNe bIg EyE aND sHaRp clAwS oF mInE! yOu prOmISEd mE tHe mEaT in THIs CaVe, AnD i WilL tAkE yOur mEAt inSteaD iF yOU dO noT bRinG mE the ScARlet cLoAKs!" The whispers get more intense, and although theyre more like thoughts being projected into your head rather than words you can feel a tone of anger.
(Callie definitely would have shared that info)
Though clearly terrified of whatever the thing in the crevasse is, Callie's fleeting resolve is bolstered by her companions blunt refusal of the creature's demands. If they can clear this entire hideout of Redbrands and bugbears, then certainly they can take on a lone monstrosity... right? With shaking hands, Callie draws her sword again and moves to stand by Brandor and Garr. Though she can't stop her own fear and revulsion of the Nothic, she also can't ignore the great harm it might cause if left alone.
"The deal you proposed was for corpses, and the men we've captured aren't corpses. We're taking them with us."
"sIllY pEoPle. i WilL hAve tO tAkE tHem mYselF!"'
The creature is angry, and returns one last angry gaze with its large viridescent eye before ducking around the corner. Everyone please roll Initiative!
Nothic: 8
Garr Initiative: 6
Grum Initiative: 15
(Where is the Nothic? Still down in the crevasse?)
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilation(Llamar said behind a pillar on the other side of the chasm. Without going back were there two bridges leading across? Also how big is the pit?)
<Squelch> initiative: 21
<Squelch> loads his crossbow and readies an action fire at the creature as soon as its visible. <whistling as is to call a dog>
Attack: 13 Damage: 11