The dwarves arm themselves with the weapons Grimnir found. They don't care for the gems or gold as long as you can lead them to safety. The others introduce themselves as Dauthorn Brightmantle (male), Traldak Xornbane (male), and Hargritt Hammerhome (female), along with Zulia Stonewhisper (female), who opened the box. <Alright, which way is out?> asks Traldak.
As a reminder, there is an exit to the North which is where the Troglodyte armies are. The secret passage goes back the way you came, and you reason that you could find another way around this cavern structure, but it would likely take you much longer to reach the purple worm nest than finding another way through. There are two larger passages to the Northeast, and Southeast that go further into the Troglodyte area.
Grimnir split the treasure with his group, and gives 10gp to his last follower, Farryl. Using his telepathic ability he replies to Traldak <"Aye, I'd say we keep going around through the tunnel, northeast ? But let's stay as quiet as we can">
Grimnir will make sure that everybody is within the range of his spell. (still +10 stealth and advantage for us due to our cloak)
This post has potentially manipulated dice roll results.
Brox walks slowly and carefully. Her full plate armour makes moving difficult - she is well aware of it as she had been reprimanded often during her training. But what made it even more difficult for her was that she wouldn't be able to hear if she did make a loud sound. "Dawnbringer, please be my ears. Notify me if I make a mistake, so I can be ready to react!"
Brox stays well behind her friends just in case.
Stealth: 12 - actually shouldn't have rolled with disadvantage -> we all have advantage because of the cape... so I'll use the first roll? ->> NEW RESULT: 26
You don't go far when you spot another open cave. You see 4 troglodytes keeping a lookout.
One of them is watching the tunnel you are approaching in, but you stick to the shadows on the edges of the cavern to remain hidden. Grimnir has to stop moving forward or you'll be out in the open.
You leap from the dark, surprising the troglodytes, who were expecting renegade members of their own kind, not a motely crew of creatures from the overworld and other far reaching areas. You can all act in the first round before the Troglodytes do. There's one directly in front of you, and three facing away from you around the cavern (the red dots on the map.) What do you do?
Before the Troglodytes even see you, and before any of the other members of your party have a chance to react, Belwar steps forward and a blast of frosty air emits from his outstretched palms engulfing the cavern in a Cone of Cold. The four troglodytes freeze in place, no longer living, yet still standing as frozen ice sculptures.
Your newest companions watch in awe, and then begin smiling, looking like they have some hope of getting out of this place thanks to this amazing adventurers that happened upon them. A cursory look around the room reveals nothing too much of interest. Just an scout outpost. Exits lead North and South, and judging on the, the Southern route looks like it meets up with the Southwestern route from the previous room. The Northern path looks like it leads through a cavern of rock formations and then behind the position of the Troglodytes in the main cave.
From behind you, you hear the sounds of yelling, and weapons clashing. It seems the battle between the Troglodytes factions has begun.
Grimnir, still concentration on his spell, looks around for hidden loot and telepathically reach for his companion: <"Well, that was quick. let's continue North, shall we ?">
This post has potentially manipulated dice roll results.
Grimnir, you see nothing of interest in the current room, and you push your way North, with the others close behind.
You find another wide cavern. There does not appear to be any Troglodytes, just an unusual amount of rock formations, outcroppings, stalagmites, stalactites, and recesses in the walls. The sounds of battle now can be heard from the far side, as well as the sound of rushing water. You imagine you're reaching to the far side of the battle and feel a little relief you've avoided it, when suddenly a massive eyeball opens up on the Stalagmite next to you, and gripping tendrils lash out!
Another Stalagmite comes to life near the back of the group, a giant maw of teeth opening up as its tendrils reach out to grab anyone near it.
Surprise Round, tendrils reach out to grab you, on a hit you are grappled (escape DC 15). Until the grapple ends, you are restrained and have disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target:
Roper 1: Tendril attack on Grimnir: 9 Tendril attack on Oorr: 17 Tendril attack on Belwar: 11 Tendril attack on Brox: 13
Roper 2: Tendril attack on Dauthorn: 8 Tendril attack on Traldak: 22 Tendril attack on Zulia: 13 Tendril attack on Hargritt: 10
Those of you that are grabbed, are reeled in to the Roper, pulled towards it's gnashing teeth. (Which looks like everyone but Zulia.)
Roper 1: 2 Roper 2: 4
Roper 1 bite attack on Grimnir: 18 Damage: 17 Roper 2 bite attack on Traldak: 25 Damage: 21
Grimnir, you are thrust into the maw of the beast and it chomps down hard. Traldak is devoured whole, his body mangled as it's swallowed by the roper while Zulia screams in terror.
The screams seem to shake loose something from the ceiling as four stalactites fall, but as they do, you see they are creatures themselves.
(OOC these attacks are at random, to see if it hits you, a dwarf, or a follower) P1: 5 P2: 2 P3: 4 P4: 3
So P1 hits Grimnir's follower, P2 hits Oorr, P3 hits Belwar's Shield guardian, and P4 hits one of Brox's followers.
Rather than roll initiative again, we'll use the last round since we didn't get to use it. Round 1: 19 Belwar 12 Brox 12 Piercers 10 Ropers 09 Oorr 08 Grimnir 06 Dwarf prisoners
Belwar, quick on the draw again, launches a fireball into the room, crafting the magic so that only his Shield Guardian is in danger other than the ropers and piercers. The piercers are immediately incinerated.
Roper 1 Dex Save: 0 (50 dmg on a fail, half on a success)
Brox tries to finish off this beast that is holding her and killing her friend.
to hit 12 damage 9
to hit 13 damage 12
Unfortunately Brox is unable to get enough leverage to swing effectively and the attacks don't land. The roper then bites harder down on Grimnir. The other one lashes out at Zulia and tries to reel her in, while attempting to eat another dwarf prisoner,
Bite Attack on Grimnir: 23 Damage: 30
Tendril Attack on Zulia: 18
Bite Attack on Hargritt: 15 Damage: 29
Grimnir, teeth sink even deeper into your shoulder. Zulia is grabbed and reeled in, and poor Hargritt is devoured.
The dwarves arm themselves with the weapons Grimnir found. They don't care for the gems or gold as long as you can lead them to safety. The others introduce themselves as Dauthorn Brightmantle (male), Traldak Xornbane (male), and Hargritt Hammerhome (female), along with Zulia Stonewhisper (female), who opened the box. <Alright, which way is out?> asks Traldak.
As a reminder, there is an exit to the North which is where the Troglodyte armies are. The secret passage goes back the way you came, and you reason that you could find another way around this cavern structure, but it would likely take you much longer to reach the purple worm nest than finding another way through. There are two larger passages to the Northeast, and Southeast that go further into the Troglodyte area.
Grimnir split the treasure with his group, and gives 10gp to his last follower, Farryl.
Using his telepathic ability he replies to Traldak <"Aye, I'd say we keep going around through the tunnel, northeast ? But let's stay as quiet as we can">
Grimnir will make sure that everybody is within the range of his spell. (still +10 stealth and advantage for us due to our cloak)
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
"Stay behind me."
Stealth: 21
Perception: 27
Grimnir follows Oorr and calls the miners by telepathy <"Stay 30ft behind us but be ready to get in a battle">
Stealth : 23
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
Brox walks slowly and carefully. Her full plate armour makes moving difficult - she is well aware of it as she had been reprimanded often during her training. But what made it even more difficult for her was that she wouldn't be able to hear if she did make a loud sound. "Dawnbringer, please be my ears. Notify me if I make a mistake, so I can be ready to react!"
Brox stays well behind her friends just in case.
Stealth: 12 - actually shouldn't have rolled with disadvantage -> we all have advantage because of the cape... so I'll use the first roll? ->> NEW RESULT: 26
Rolling Stealth for the four dwarves.
4
20
17
15
Adding 10 to each of those.
As a group, with the dwarves gripping their new weapons, and trying to stay as quiet as possible, you move Northeast in to the darkened passageway.
You don't go far when you spot another open cave. You see 4 troglodytes keeping a lookout.

One of them is watching the tunnel you are approaching in, but you stick to the shadows on the edges of the cavern to remain hidden. Grimnir has to stop moving forward or you'll be out in the open.
<"Should we storm the place and surprise them ? We could attack simultaneously."> said Grimnir telepathically.
Stealth for my spy - Farryl Kilmander: 27
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
"I am ready" answers Brox.
Initiative : 8
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
Initiative Brox: 12
Oorr: Initiative: 9
You leap from the dark, surprising the troglodytes, who were expecting renegade members of their own kind, not a motely crew of creatures from the overworld and other far reaching areas. You can all act in the first round before the Troglodytes do. There's one directly in front of you, and three facing away from you around the cavern (the red dots on the map.)
What do you do?
Round 1:
19 Belwar
12 Brox
09 Oorr
08 Grimnir
08 Trogolodyes
Before the Troglodytes even see you, and before any of the other members of your party have a chance to react, Belwar steps forward and a blast of frosty air emits from his outstretched palms engulfing the cavern in a Cone of Cold. The four troglodytes freeze in place, no longer living, yet still standing as frozen ice sculptures.
Your newest companions watch in awe, and then begin smiling, looking like they have some hope of getting out of this place thanks to this amazing adventurers that happened upon them. A cursory look around the room reveals nothing too much of interest. Just an scout outpost. Exits lead North and South, and judging on the, the Southern route looks like it meets up with the Southwestern route from the previous room. The Northern path looks like it leads through a cavern of rock formations and then behind the position of the Troglodytes in the main cave.
From behind you, you hear the sounds of yelling, and weapons clashing. It seems the battle between the Troglodytes factions has begun.

(You are the blue dot.)
Grimnir, still concentration on his spell, looks around for hidden loot and telepathically reach for his companion: <"Well, that was quick. let's continue North, shall we ?">
Investigation: 6
Stealth: 31
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
Grimnir, you see nothing of interest in the current room, and you push your way North, with the others close behind.
You find another wide cavern. There does not appear to be any Troglodytes, just an unusual amount of rock formations, outcroppings, stalagmites, stalactites, and recesses in the walls. The sounds of battle now can be heard from the far side, as well as the sound of rushing water. You imagine you're reaching to the far side of the battle and feel a little relief you've avoided it, when suddenly a massive eyeball opens up on the Stalagmite next to you, and gripping tendrils lash out!

Another Stalagmite comes to life near the back of the group, a giant maw of teeth opening up as its tendrils reach out to grab anyone near it.
Surprise Round, tendrils reach out to grab you, on a hit you are grappled (escape DC 15). Until the grapple ends, you are restrained and have disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target:
Roper 1:
Tendril attack on Grimnir: 9
Tendril attack on Oorr: 17
Tendril attack on Belwar: 11
Tendril attack on Brox: 13
Roper 2:
Tendril attack on Dauthorn: 8
Tendril attack on Traldak: 22
Tendril attack on Zulia: 13
Tendril attack on Hargritt: 10
Those of you that are grabbed, are reeled in to the Roper, pulled towards it's gnashing teeth. (Which looks like everyone but Zulia.)
Roper 1: 2 Roper 2: 4
Roper 1 bite attack on Grimnir: 18 Damage: 17
Roper 2 bite attack on Traldak: 25 Damage: 21
Grimnir, you are thrust into the maw of the beast and it chomps down hard. Traldak is devoured whole, his body mangled as it's swallowed by the roper while Zulia screams in terror.
The screams seem to shake loose something from the ceiling as four stalactites fall, but as they do, you see they are creatures themselves.

4 Piercer attacks:
Piercer 1: 12 Damage: 25
Piercer 2: 23 Damage: 42
Piercer 3: 10 Damage: 16
Piercer 4: 19 Damage: 15
(OOC these attacks are at random, to see if it hits you, a dwarf, or a follower)
P1: 5 P2: 2 P3: 4 P4: 3
So P1 hits Grimnir's follower, P2 hits Oorr, P3 hits Belwar's Shield guardian, and P4 hits one of Brox's followers.
Rather than roll initiative again, we'll use the last round since we didn't get to use it.
Round 1:
19 Belwar
12 Brox
12 Piercers
10 Ropers
09 Oorr
08 Grimnir
06 Dwarf prisoners
Belwar, quick on the draw again, launches a fireball into the room, crafting the magic so that only his Shield Guardian is in danger other than the ropers and piercers. The piercers are immediately incinerated.
Roper 1 Dex Save: 0 (50 dmg on a fail, half on a success)
Round 1:
19 Belwar
12 Brox
12 Piercers10 Ropers (1: Bloodied, 50 Dmg; 2: Unharmed)
09 Oorr
08 Grimnir
06 Dwarf prisoners
Concentration check for Grimnir (Pass without Trace): 13
Farryl Kilmander (Grimnir’s follower): 2/27 HP
Grimnir: 72/93 HP
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
Brox tries to finish off this beast that is holding her and killing her friend.
to hit 16 damage 13
to hit 11 damage 16
Unfortunately Brox is unable to get enough leverage to swing effectively and the attacks don't land. The roper then bites harder down on Grimnir. The other one lashes out at Zulia and tries to reel her in, while attempting to eat another dwarf prisoner,
Bite Attack on Grimnir: 23 Damage: 30
Tendril Attack on Zulia: 18
Bite Attack on Hargritt: 15 Damage: 29
Grimnir, teeth sink even deeper into your shoulder. Zulia is grabbed and reeled in, and poor Hargritt is devoured.
Round 1:
19 Belwar
12 Brox
12 Piercers10 Ropers (1: Bloodied, 50 Dmg; 2: Unharmed)
09 Oorr
08 Grimnir
06 Dwarf prisoners