Lumen would definitely check out the last room, thinking there's no rush to walking into the trap the goblins are likely setting in the boss room. Sorry for the stutter step -- feel free to proceed without him if it's annoying!
Ok, I'll assume that you continue to explore that south hallway out of the banquet room. As I said, the hallway runs for about 40 feet before turning 90 degrees to the right. Another 40 feet and you come to a door. You notice that there are a few words that have been crudely scrawled into the wood. They're similar in style to the runes you saw on the floor in front of the room with the shimmering pool, although you can't read them.
(Just agreeing with Lumen here, wouldn't have gone back north if I'd realized that too!)
Chrys listens at the new door, trying to hear for any sounds. Perception: 8
"I think them goblins got another problem they can't handle in this temple,"she whispers to the others, motioning at the runes. "If we ain't disturbed it yet, I say we leave whatever's behind this door for later, and go after our original targets, the goblins that're causin' all the ruckus outside."
Lumen nods at Chrys' suggestion. "Once again, you are the picture of good sense here, Chrysoberyl. Onward and upward. Through the banquet hall. Down the passage. To the doorway. Carrying some poop." He sighs, wondering what his life has become, but at least happy he's not going through this alone.
He steps carefully down the first eastern hallway past the poop room, trying to be careful and quiet, and also watching for traps.
Retracing your steps again, you return to your previous point, while carrying a bag of poo, which is certainly offending the senses of everyone... except for Lumen, that is. Either that, or he's trying to hide his disgust well.
Passing the poop room, you turn and head down the fist eastern hallway. Moving very slowly and carefully, while checking for any possible dangers, you follow the straight-line corridor, plodding your feet as quietly as possible on the purple and black floor tiles and looking at the finely carved obsidian walls. The passage runs for nearly 200 feet, before it ends with a door on the right wall of the passage. As with the last hallway you explored, this one also has more dust built up on the floors, as if it hasn't been traveled as often as some of the other hallways in here.
(Would this seem to meet up with that door at the top of the circle pool room?) Lumen might pull back if it seems no one's been here for a while and just head to the final hallway with the poo, ready to throw if he sees anyone, or prepare outside a closed door to toss inside.
"This ain't it either," Chrys whispers to Lumen, indicating the dust on the floor. She leads the group back down to the original hallway, and halts the group at the turn, before they can continue down the northern hallway to the northmost door, right before the corridor swings to the east. "Do we wanna blow right past that northern door an' go where Nox said his boss was waitin', in the east, or knock on that door with this thing here? They know we're comin', unless that goblin that got away was as addled as Nox," she adds. "There ain't gonna be no element o' surprise in openin' that door. We might throw 'em into disarray if we hit their boss first. Then again, not takin' care o' that door could mean they come up and cut off our backs when we go after the big guy."
She thinks for a moment. "I'd prefer to open that northern door first, and take care o' the stragglers that got away. But if they're expectin' us, might be good to find another way to open that door than havin' us standin' right behind it when we do. Vesper, ya think yer mage hand can do that?"
Krackle would scratch his head, looking up to his companions and following closely behind them... A slightly confused and worried look on his face as his tail was held up high close to his back.. stiff as a board.
As you all stand 30 feet back, Vesper's spectral hand floats forward the door and begins to manipulate the handle. It turns, and then the door pushes open, revealing what looks to be a medium sized room. From your vantage point, it's hard to see much of anything, but you definitely see the glow of a fire that's burning somewhere in the room. You also see what looks like part of a metal bunk on the back wall.
At first, you don't see any figures, but then suddenly, your eyes catch movement as two figures, roughly human-sized and definitely larger than goblins, scurry and take up positions at either side of the door frame. Then, a second later, you see a pair of longbows emerge with arrows pointed directly at you. The two figures holding them are partial obscured, but it appears that they do have goblinoid features.
That's up to you, I was just pointing out that there is another area that wasn't documented on Chrys's latest map.
Lumen would definitely check out the last room, thinking there's no rush to walking into the trap the goblins are likely setting in the boss room. Sorry for the stutter step -- feel free to proceed without him if it's annoying!
Ok, I'll assume that you continue to explore that south hallway out of the banquet room. As I said, the hallway runs for about 40 feet before turning 90 degrees to the right. Another 40 feet and you come to a door. You notice that there are a few words that have been crudely scrawled into the wood. They're similar in style to the runes you saw on the floor in front of the room with the shimmering pool, although you can't read them.
(Just agreeing with Lumen here, wouldn't have gone back north if I'd realized that too!)
Chrys listens at the new door, trying to hear for any sounds. Perception: 8
"I think them goblins got another problem they can't handle in this temple," she whispers to the others, motioning at the runes. "If we ain't disturbed it yet, I say we leave whatever's behind this door for later, and go after our original targets, the goblins that're causin' all the ruckus outside."
Lumen nods at Chrys' suggestion. "Once again, you are the picture of good sense here, Chrysoberyl. Onward and upward. Through the banquet hall. Down the passage. To the doorway. Carrying some poop." He sighs, wondering what his life has become, but at least happy he's not going through this alone.
He steps carefully down the first eastern hallway past the poop room, trying to be careful and quiet, and also watching for traps.
Stealth: 22
Perception: 10
Retracing your steps again, you return to your previous point, while carrying a bag of poo, which is certainly offending the senses of everyone... except for Lumen, that is. Either that, or he's trying to hide his disgust well.
Passing the poop room, you turn and head down the fist eastern hallway. Moving very slowly and carefully, while checking for any possible dangers, you follow the straight-line corridor, plodding your feet as quietly as possible on the purple and black floor tiles and looking at the finely carved obsidian walls. The passage runs for nearly 200 feet, before it ends with a door on the right wall of the passage. As with the last hallway you explored, this one also has more dust built up on the floors, as if it hasn't been traveled as often as some of the other hallways in here.
(Would this seem to meet up with that door at the top of the circle pool room?) Lumen might pull back if it seems no one's been here for a while and just head to the final hallway with the poo, ready to throw if he sees anyone, or prepare outside a closed door to toss inside.
"This ain't it either," Chrys whispers to Lumen, indicating the dust on the floor. She leads the group back down to the original hallway, and halts the group at the turn, before they can continue down the northern hallway to the northmost door, right before the corridor swings to the east. "Do we wanna blow right past that northern door an' go where Nox said his boss was waitin', in the east, or knock on that door with this thing here? They know we're comin', unless that goblin that got away was as addled as Nox," she adds. "There ain't gonna be no element o' surprise in openin' that door. We might throw 'em into disarray if we hit their boss first. Then again, not takin' care o' that door could mean they come up and cut off our backs when we go after the big guy."
She thinks for a moment. "I'd prefer to open that northern door first, and take care o' the stragglers that got away. But if they're expectin' us, might be good to find another way to open that door than havin' us standin' right behind it when we do. Vesper, ya think yer mage hand can do that?"
Krackle would scratch his head, looking up to his companions and following closely behind them... A slightly confused and worried look on his face as his tail was held up high close to his back.. stiff as a board.
Vesper conjures her Mage Hand in response to Chrys.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
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How far away are you from the door when Vesper opens it with her Mage Hand?
Lumen staying to the side or fairly far back and readies the bag of poo to toss inside as soon as the door's clear...
30 feet, the maximum range.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
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Chrys readies herself to attack whatever might come out of the door, though she won't rush in if nothing comes rushing out.
(We're all still waiting a good way from the door down the hallway, btw... letting Mage Hand do the heavy lifting here XD )
As you all stand 30 feet back, Vesper's spectral hand floats forward the door and begins to manipulate the handle. It turns, and then the door pushes open, revealing what looks to be a medium sized room. From your vantage point, it's hard to see much of anything, but you definitely see the glow of a fire that's burning somewhere in the room. You also see what looks like part of a metal bunk on the back wall.
At first, you don't see any figures, but then suddenly, your eyes catch movement as two figures, roughly human-sized and definitely larger than goblins, scurry and take up positions at either side of the door frame. Then, a second later, you see a pair of longbows emerge with arrows pointed directly at you. The two figures holding them are partial obscured, but it appears that they do have goblinoid features.
Roll initiative.
Initiative: 18
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
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Chrys initiative: 21
DM Rolls
21, 15, 2
Kess 8
Lumen initiative: 22
(Does he get off the poop throw before initiative starts? The idea was the throw that in as soon as the door opened...)
Lumen, roll a dexterity check to see how accurate you are throwing the poop bag.