There are three different directions to go, but for the sake of this, just roll survival for trying to find the best way, or signs of your other party members. I'll take everyone's rolls into account.
Valrish sits down and sighs. "Yeah, it be best if we rest a bit..."
(OOC Can I apply the short rest or...?)
OOC: Short rest is fine by me. What do we need to check ?
- Three Green-gold bracelets - A dagger with an intricate spider design on the hilt - Apotion of greater healing(Already drinken by Valrish I think) - A vial with an unidentified oily substance in it - and the mace
>> I'll let Belwar Investigate, meanwhile I will forage : Survival13
(OOC There's no special skill needed to investigate an item during short rest. Assuming Belwar or others look at the items, you learn:)
- The bracelets might be worth something to a merchant - The dagger is magical, providing a +1 bonus to attack and damage - The oily substance is an Oil of Slipperiness - The mace is also magical. While attuned to the weapon, its wielder can use an action to make the head of the mace alight with green flame, or use an action to extinguish the flame. While the mace is “lit,” it glows as brightly as a torch and deals an extra 1 fire damage on a hit.
For Belwar: The detect magic ritual confirms the native magic of the weapons you've found, as well as the oil of slipperiness. You do not sense any other magic in the immediate vicinity. Having become familiar with the various fungus in your underdark travels you recognize some clusters of barrelstock (good for water and rations), and patches of ormu, a moss which gives off the light you now see emanating from Glabbagool.
This post has potentially manipulated dice roll results.
Jimjar helps to forage, gather fungus, and then checks for any recent movement through the area: (Survival Check: 6)
"Well, the good news is we can travel for a day or two on the rations here... but the bad news is I don't see any sign of our friends..." Jimjar says. "But... I bet if we head in that direction," he continues, pointing to the Northwest, "we're bound to run into them. That seems about the way they would have gone from the original tunnel."
"I'am happy to follow your lead Jimjar" Griming gets a nice rest, eats some of the mushrooms then ask Oorr and the others, not very loud:
"Well , let's discuss about the elephant in the room... Glabbagool seems not particularly dangerous , for now. Do you want to keep him with us ? I mean he could be useful for encounters but he might scare of people. Also I think he is rather slow. Should we keep him for a while, this is quite extraordinary to have a jelly cube in your group. What do you think ?"
Glabbagool is happy to be included, however due to his slow movement, you are only able to travel at a slow pace while he accompanies you. (OOG Mechanically this means it will take you longer to get places, and use more rations, but you are also more aware of your surroundings, such as creatures, fungi, and possible ambushes.) The gelatinous cube suggests he follow behind you at a short distance, that way he will be out of sight should you run into anyone. He's aware of the effect he has on most creatures.
You set out into the underdark, hoping you are heading towards where the rest of your party might be found. You keep an eye out for signs of life amidst the stone and fungi that you come across. Jimjar seems confident you are heading towards Gracklstugh again, betting that you'll run into the party once you reach the city.
Though he is in the back, Glabbagool is able to communicate telepathically with you all, and you learn as you travel that he only recently, within the last month, became self-aware. He remembers the before time, when he kept mostly to the single room, eating a steady diet of cave growth and adventurers who happened upon him. Now he simply wants to explore, to learn, and to understand what for him, is a brave new world.
You travel slowly but surely for almost 2 days. Glabbagool happily guards the areas you rest, silently and invisibly patrolling. At the end of the second day, while walking through a wide cavern, you hear the sound of voices and heavy foot steps ahead of you, coming your direction. Glabbagool retreats behind a ledge of rock, and Jimjar scouts ahead. After a few moments, the deep gnome comes back with several more of his kind, one of which is riding a giant lizard with satchels and packs on it.
"Don't worry! They are friendly. Traders, making a circuit around the Darklake from Blingdenstone. I bet we have a few things we could trade for goods, or information..."
There are four deep gnomes, they are friendly and are willing to sell you basic equipment (no weapons or armor), and 2 days rations/water for each of you. Jimjar offers to pay for the rations, flipping the traders a single gold piece. (OOG If any of you want to sell or purchase anything, let me know here or in Discord. Most things from the Other Adventuring Gear list is available, but they are only willing to part with supplies equal to about 5 gold pieces, saving the rest to sell later.)
"Hello my friends, I have with me quite a few exotic items. I am sure you'll make a benefit by selling them in the city.With the gold, I'll take some of your supplies"
I would like to sell: (Selling first the items that are not showing any sign of the drow culture, then trying to sell the Drow items)
- A variety of silken garments and personal items (from the Drows) - A silver chain headdress set with small onyx stones (50 gp) (from the Drows) - a small moonstone (20 gp) (from the Drows) - Another purse that appears to be a spell component pouch (from the Drows) - On the side tables is a small silver-framed mirror that might be worth something. (from the Drows) - The shrine to Lloth that is covered in a white drape is made of finely carved zurkhwood and bone, and inlaid with semi-precious stones. It may be worth something if you could find a buyer. (from the Drows) - Three Green-gold bracelets (from the ooze chest)
Do they have: - Brewer's Supplies - Cook's Utensils - a new set of crossbow bolt (x20) - one Dice set
OOC Good that is what exactly what I was thinking ;-)
Oorr Survival 11
OOC Also, I would like to concentrate on the dagger to identify it, during the short rest.
- The bracelets might be worth something to a merchant
- The dagger is magical, providing a +1 bonus to attack and damage
- The oily substance is an Oil of Slipperiness
- The mace is also magical. While attuned to the weapon, its wielder can use an action to make the head of the mace alight with green flame, or use an action to extinguish the flame. While the mace is “lit,” it glows as brightly as a torch and deals an extra 1 fire damage on a hit.
Short rest healing: 8
I'll be casting detect magic as a ritual.
Nature check (with advantage from Grimnir's Help): 14
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
For Belwar: The detect magic ritual confirms the native magic of the weapons you've found, as well as the oil of slipperiness. You do not sense any other magic in the immediate vicinity.
Having become familiar with the various fungus in your underdark travels you recognize some clusters of barrelstock (good for water and rations), and patches of ormu, a moss which gives off the light you now see emanating from Glabbagool.
"Well, we barely escaped, but at least we got some nice items..."
I tell the rest of the party about the barrelstock and suggest taking a large amount with us. I also report the results of my spellcasting.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Jimjar helps to forage, gather fungus, and then checks for any recent movement through the area: (Survival Check: 6)
"Well, the good news is we can travel for a day or two on the rations here... but the bad news is I don't see any sign of our friends..." Jimjar says. "But... I bet if we head in that direction," he continues, pointing to the Northwest, "we're bound to run into them. That seems about the way they would have gone from the original tunnel."
Hit dice healing: 14
PbP Characters
Valrish (Dragonborn // Barbarian 6) - Out of the Abyss - play by post
PbP DMing
SPANISH - Storm King's Thunder
Oorr sighs in frustration, missing the windy mountains where things had a sense. " All right. Let's follow the passage to north-east."
"I'am happy to follow your lead Jimjar"
Griming gets a nice rest, eats some of the mushrooms then ask Oorr and the others, not very loud:
"Well , let's discuss about the elephant in the room... Glabbagool seems not particularly dangerous , for now. Do you want to keep him with us ? I mean he could be useful for encounters but he might scare of people. Also I think he is rather slow. Should we keep him for a while, this is quite extraordinary to have a jelly cube in your group. What do you think ?"
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 agree, Grimnir. Glabbagool is useful for now. It is safer with it."
"Until we get someplace that has people we don't want to scare off, we keep him."
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
"I don't wanna have him in the group, but as long as he's useful..." Valrish grunts.
PbP Characters
Valrish (Dragonborn // Barbarian 6) - Out of the Abyss - play by post
PbP DMing
SPANISH - Storm King's Thunder
Glabbagool is happy to be included, however due to his slow movement, you are only able to travel at a slow pace while he accompanies you. (OOG Mechanically this means it will take you longer to get places, and use more rations, but you are also more aware of your surroundings, such as creatures, fungi, and possible ambushes.) The gelatinous cube suggests he follow behind you at a short distance, that way he will be out of sight should you run into anyone. He's aware of the effect he has on most creatures.
You set out into the underdark, hoping you are heading towards where the rest of your party might be found. You keep an eye out for signs of life amidst the stone and fungi that you come across. Jimjar seems confident you are heading towards Gracklstugh again, betting that you'll run into the party once you reach the city.
Though he is in the back, Glabbagool is able to communicate telepathically with you all, and you learn as you travel that he only recently, within the last month, became self-aware. He remembers the before time, when he kept mostly to the single room, eating a steady diet of cave growth and adventurers who happened upon him. Now he simply wants to explore, to learn, and to understand what for him, is a brave new world.
You travel slowly but surely for almost 2 days. Glabbagool happily guards the areas you rest, silently and invisibly patrolling. At the end of the second day, while walking through a wide cavern, you hear the sound of voices and heavy foot steps ahead of you, coming your direction. Glabbagool retreats behind a ledge of rock, and Jimjar scouts ahead. After a few moments, the deep gnome comes back with several more of his kind, one of which is riding a giant lizard with satchels and packs on it.
"Don't worry! They are friendly. Traders, making a circuit around the Darklake from Blingdenstone. I bet we have a few things we could trade for goods, or information..."
There are four deep gnomes, they are friendly and are willing to sell you basic equipment (no weapons or armor), and 2 days rations/water for each of you. Jimjar offers to pay for the rations, flipping the traders a single gold piece. (OOG If any of you want to sell or purchase anything, let me know here or in Discord. Most things from the Other Adventuring Gear list is available, but they are only willing to part with supplies equal to about 5 gold pieces, saving the rest to sell later.)
"Hello my friends, I have with me quite a few exotic items. I am sure you'll make a benefit by selling them in the city.With the gold, I'll take some of your supplies"
I would like to sell: (Selling first the items that are not showing any sign of the drow culture, then trying to sell the Drow items)
- A variety of silken garments and personal items (from the Drows)
- A silver chain headdress set with small onyx stones (50 gp) (from the Drows)
- a small moonstone (20 gp) (from the Drows)
- Another purse that appears to be a spell component pouch (from the Drows)
- On the side tables is a small silver-framed mirror that might be worth something. (from the Drows)
- The shrine to Lloth that is covered in a white drape is made of finely carved zurkhwood and bone, and inlaid with semi-precious stones. It may be worth something if you could find a buyer. (from the Drows)
- Three Green-gold bracelets (from the ooze chest)
Do they have:
- Brewer's Supplies
- Cook's Utensils
- a new set of crossbow bolt (x20)
- one Dice set
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
Oorr asks for 2 sets of arrows (total of 40 arrows).