Orro's fine with telling the charmed Redbrand that they're just going to keep looking through the rest of the place, to make sure it's safe. That shouldn't take more than a half hour. If it does, they can return to him and bind him. But the charm should hold. He's not dealing with the goblin, though he's fine with letting it go. It seems like it's had a bad day. He's ready to go through the next door and then move toward where the captives are.
Alright. The group takes a small bit of rope and binds the drunken thug loosely to a nearby table. He complains and struggles minimally, but you still are able to finish the job with relative ease.
Then, you make your way back to the cavern, heading north, and come to an open storage room of sorts.
This area is the north end of a large natural cavern, but it has been finished with dressed stone block walls and a flagstone floor. Several barrels are stored against the walls here, along with a number of empty crates, straw for packing, hammers, pry bars, and nails.
Kayassa will move further into the room, pausing to make sure that her new goblin "friend" is staying close to her at all times. As she moves around the room she will look for anything that appears to be out of place.
Kayassa second investigation roll for help from Orro: 13
Investigating the area and supplies, you find nothing of true value except for thirty beaver pelts that appear to have some value in trading.
On top of that, on either side of the room, there are two secret doors. One heads back left towards the direction of the workshop while the other leads to the right, and an area you had not yet explored.
(Map image is just yielding a broken file exclamation point -- fine to proceed with going into the room in question. Orro wouldn't be making a map as he goes.)
Taking a few pelts for himself as well, they make good bed pads, Duncan then goes to the secret door on the West and says, "Let's see what's in here."Though he pauses just long enough to see if anyone wants to investigate it ((hint hint wink wink)), else he'll just open it.
Investigating the door, it does not appear to be trapped.
Duncan, leading the group, opens the door and almost immediately bumps into a hurried, short, dark-bearded human male in robes. He carries a tome in one hand, has a satchel thrown over his shoulder, and in the other hand carries a beautiful and slender glass staff.
A look of surprise overcomes the wizards face as he comes face to face with your group, but it quickly turns to resolve as the man seems to bolster himself and prepare for a skirmish.
Combat is second from breaking out. If there is anything you would quickly like to say or prepare, now would be the time. If not, feel free to post an action for combat as well as roll initiative.
What would you like to do? I will go ahead and set up a battle map and post it to the resource doc for reference.
Vulmar's eyes glance to the glass staff. He was no wizard, but he had an idea about who this man might be. Stepping back, his hands find his focus, his consciousness reaches for his magical gift as he casts mage armor. He then looks to Duncan, waiting for their leader to make the first move.
Orro's running on fumes, and points at the wizard, casting sacred flame for 8 radiant damage. "Surrender now, or things will get even worse for you. Tell me where Gundren is!"
Alright. From this range, Daphina would need to use a dagger to strike Glasstaff, but would have sneak attack. All I will roll is an extra d4 for the dagger damage (2).
Daphina takes in the scene as she pulls out a dagger. It glints in the shadows as she flicks it towards the grappled wizard. It sinks into his shoulder, causing blood to begin to seep into the wizards robes (-11 hp).
Orro casts sacred flame, and radiant flames begin to envelop the already injured wizard. Dex Save: 17. However, glasstaff is able to avoid the flames and is unscathed by the spell.
Glasstaff is up!
He gives a small grin as the grappled wizard murmurs a few words and reaches out for Duncan. Electricity begins to crackle from his fingertips as Glasstaff casts shocking grasp while his hands stay firmly planted on Duncan’s chest.
Attack: 25 Damage: 7
The shock charges through your body, aided by the chain mail armor (-7hp). Then, with another flick of his wrist and whisper of words, Glasstaff is suddenly enveloped in a hazy white mist before suddenly disappearing from your grasp. You then see him blink back into existence across the room, next to the door (casting misty step). He opens it, and quickly strides through, using the remainder of his movement to move as far away from the group as possible. As this happens, Orro, you hear a thin nasally voice begin to speak, coming from that area. “Perhaps next time we meet, old dwarf.” Glasstaff says with a chuckle.
Duncan, Vulmar, and Kayassa are now up! Orro and Daphina may also queue their round two actions if they would like. Glasstaff escaped from your grasp and is now no where to be seen except for the swinging door on the other end of the room. The map has been updated. What would you like to do?
Tensing up as the shock goes through his armor and body, Duncan blinks and the man is gone, fleeing through the door. "Coward!" he thinks, as he springs into action. Not wanting to let the man escape he dashes after him, yelling out behind to the group, "Cut off his escape!"knowing that the rooms in that direction all lead to the crevice, and praying that the beast is gone, or at least, will not take sides. Reaching the mage he takes a deep breath, calming himself and regaining strength, he grimaces and through his teeth says, "Next time is now!" He then swings his glaive at the man, angry at himself for letting him escape in the first place, though after the shock, cannot seem to quite grip his weapon well as it merely cuts a small piece of cloth off the mage's robe.
action - dash, full movement to catch him (60ft of movement should be more than enough. I count 50 needed on the map) bonus action - second wind for 6 ACTION SURGE! action - Attack: 20 Damage: 13 ... well those are all shit rolls... still feels badass though ;)
Orro's fine with telling the charmed Redbrand that they're just going to keep looking through the rest of the place, to make sure it's safe. That shouldn't take more than a half hour. If it does, they can return to him and bind him. But the charm should hold. He's not dealing with the goblin, though he's fine with letting it go. It seems like it's had a bad day. He's ready to go through the next door and then move toward where the captives are.
Alright. The group takes a small bit of rope and binds the drunken thug loosely to a nearby table. He complains and struggles minimally, but you still are able to finish the job with relative ease.
Then, you make your way back to the cavern, heading north, and come to an open storage room of sorts.
This area is the north end of a large natural cavern, but it has been finished with dressed stone block walls and a flagstone floor. Several barrels are stored against the walls here, along with a number of empty crates, straw for packing, hammers, pry bars, and nails.
What would you like to do?
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
Kayassa will move further into the room, pausing to make sure that her new goblin "friend" is staying close to her at all times. As she moves around the room she will look for anything that appears to be out of place.
Investigation: 11
Orro also looks around, helping Kayassa find anything interesting...
Kayassa second investigation roll for help from Orro: 13
Investigating the area and supplies, you find nothing of true value except for thirty beaver pelts that appear to have some value in trading.
On top of that, on either side of the room, there are two secret doors. One heads back left towards the direction of the workshop while the other leads to the right, and an area you had not yet explored.
What would you like to do?
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
Orro grabs a beaver pelt and stows it in his pack.
I don't see an updated map, so Orro will open the secret door back toward the workshop, assuming it goes back to the workshop?
(Ok, thank you for the reminder. Map is now updated.)
The red S stands for each secret door. Obviously from the map, there is another room between the workshop and this storage room.
I’ll allow you to draw what you want from that. Feel free to change your action based on it as well.
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
(Map image is just yielding a broken file exclamation point -- fine to proceed with going into the room in question. Orro wouldn't be making a map as he goes.)
Taking a few pelts for himself as well, they make good bed pads, Duncan then goes to the secret door on the West and says, "Let's see what's in here." Though he pauses just long enough to see if anyone wants to investigate it ((hint hint wink wink)), else he'll just open it.
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Kayassa moves forward to look at the door while keeping the goblin close to her side so that it does not try to run.
Investigation: 5
Vulmar turns his nose up ever so slightly at the pelts and furs, happy to take up position behind everyone else as they move from the area.
Another medical problem. Indefinite hiatus. Sorry, all.
Investigating the door, it does not appear to be trapped.
Duncan, leading the group, opens the door and almost immediately bumps into a hurried, short, dark-bearded human male in robes. He carries a tome in one hand, has a satchel thrown over his shoulder, and in the other hand carries a beautiful and slender glass staff.
A look of surprise overcomes the wizards face as he comes face to face with your group, but it quickly turns to resolve as the man seems to bolster himself and prepare for a skirmish.
Combat is second from breaking out. If there is anything you would quickly like to say or prepare, now would be the time. If not, feel free to post an action for combat as well as roll initiative.
What would you like to do? I will go ahead and set up a battle map and post it to the resource doc for reference.
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
Vulmar's eyes glance to the glass staff. He was no wizard, but he had an idea about who this man might be. Stepping back, his hands find his focus, his consciousness reaches for his magical gift as he casts mage armor. He then looks to Duncan, waiting for their leader to make the first move.
Initiative 14
Another medical problem. Indefinite hiatus. Sorry, all.
As the man bumps into him and attempts to back up, Duncan reaches his free hand out to grab and hold him from running.
Initiative: 17
grapple: 12
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Initiative 18
Another medical problem. Indefinite hiatus. Sorry, all.
Acrobatics to escape: 3
Vulmar casts mage armor, and a light, magical purple film begins to cover his body.
Daphina Initiative: 20
Kayassa Initiative: 6
Orro Initiative: 18
Glasstaff Initative: 15
Initative Order: Daphina, Orro, Glasstaff, Duncan, Vulmar, Kayassa
Glasstaff turns to run from you, but Duncan grabs a chunk of his robes and pulls the wizard back, keeping him close to the group.
Daphina and Orro are up! Map is now posted to the resource doc. What would you like to do?
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
Daphina pulls out her shortsword and slashes at Glassstaff.
Attack: 23 Damage: 4
Orro's running on fumes, and points at the wizard, casting sacred flame for 8 radiant damage. "Surrender now, or things will get even worse for you. Tell me where Gundren is!"
Alright. From this range, Daphina would need to use a dagger to strike Glasstaff, but would have sneak attack. All I will roll is an extra d4 for the dagger damage (2).
Daphina takes in the scene as she pulls out a dagger. It glints in the shadows as she flicks it towards the grappled wizard. It sinks into his shoulder, causing blood to begin to seep into the wizards robes (-11 hp).
Orro casts sacred flame, and radiant flames begin to envelop the already injured wizard. Dex Save: 17. However, glasstaff is able to avoid the flames and is unscathed by the spell.
Glasstaff is up!
He gives a small grin as the grappled wizard murmurs a few words and reaches out for Duncan. Electricity begins to crackle from his fingertips as Glasstaff casts shocking grasp while his hands stay firmly planted on Duncan’s chest.
Attack: 25 Damage: 7
The shock charges through your body, aided by the chain mail armor (-7hp). Then, with another flick of his wrist and whisper of words, Glasstaff is suddenly enveloped in a hazy white mist before suddenly disappearing from your grasp. You then see him blink back into existence across the room, next to the door (casting misty step). He opens it, and quickly strides through, using the remainder of his movement to move as far away from the group as possible. As this happens, Orro, you hear a thin nasally voice begin to speak, coming from that area. “Perhaps next time we meet, old dwarf.” Glasstaff says with a chuckle.
Duncan, Vulmar, and Kayassa are now up! Orro and Daphina may also queue their round two actions if they would like. Glasstaff escaped from your grasp and is now no where to be seen except for the swinging door on the other end of the room. The map has been updated. What would you like to do?
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
Tensing up as the shock goes through his armor and body, Duncan blinks and the man is gone, fleeing through the door. "Coward!" he thinks, as he springs into action. Not wanting to let the man escape he dashes after him, yelling out behind to the group, "Cut off his escape!" knowing that the rooms in that direction all lead to the crevice, and praying that the beast is gone, or at least, will not take sides. Reaching the mage he takes a deep breath, calming himself and regaining strength, he grimaces and through his teeth says, "Next time is now!" He then swings his glaive at the man, angry at himself for letting him escape in the first place, though after the shock, cannot seem to quite grip his weapon well as it merely cuts a small piece of cloth off the mage's robe.
action - dash, full movement to catch him (60ft of movement should be more than enough. I count 50 needed on the map)
bonus action - second wind for 6
ACTION SURGE!
action - Attack: 20 Damage: 13
... well those are all shit rolls... still feels badass though ;)
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM: