"Mal" Malaric |
The mean-looking halfling appears in the middle of the conversation. "Well, we could condemn the bath by order of the Flaming Fist. And camp out upstairs until Grim recovers."
He looks at their fearless leader for a decision.
Gorn Steelbreaker |
Gorn nods at Myl, "Aye, that is a good idea. I'd be much better able to take the fight to the foe after a nap and a hearty repast.
If someone sneaky amongst us wanted to see where that yon man was headed and see if haste was needed, that could be something. Otherwise, aye, I'd not venture forth without the entire party gathered."
GM Infinity |
The dust of the withered corpses inside the sarcophagus flickered in the torchlight as the party considered their next move. Nearby the much fresher corpse of the necromite twitched in its rigor mortis. A rest was certainly desired, but where and with what consequences would it be taken...
Gorn, the one that ran off was killed after Mal found him under the lid of the sarcophagus.
If no one has anything to add here, I'll assume you follow Mals plan in a few hours.
GM Infinity |
Hours for Grim: 1d4 ⇒ 4
The party strategically vacates the dungeon of the Dead Three for a time, gathering their strength in the sweeter smelling halls of the bath-house.
In terms of defense, upstairs was a nightmare. Multiple windows on almost every side, only a few stone benches that might serve as barricade. Mysterious sounds from below plagued the hourly watchman, but no assault ever came.
Finally the first crow of morning called when the sky was still starry and cold, and Grim's eyes fluttered open.
All but Grim take short rest. If you go another hour Grim could get short rest. Roll any HD you are spending.
Mylivanni |
Myl trusts the others to do their jobs and keep watch. She needs time to get back her wind... and confidence.
2d8 + 4 ⇒ (5, 3) + 4 = 12 HP Recovery
Action Surge, and Second Wind reset
Evendur "Grim" Greymantle |
That... was foolish of me, he says rising with a groan.
After getting up to date with the situation he is in favour of rest for another hour and ensuring the nest is cleared, even though he suspects the shrine has been abandoned.
Donal the Seeker |
Donal is okay with that, though he will sit at the fringes while they rest, keeping an eye out/ear open for threats or movement further in...
Evendur "Grim" Greymantle |
Hopefully Gorn burnt some HD
Check on our captive... , he says wearily, before settling himself to rest.
1d8 + 2 ⇒ (8) + 2 = 10
Donal the Seeker |
Donal's good, didn't take any damage. About what time of the morning does our rest end? It was about 5 hours... what time did we start? Is it still dark out?
Donal the Seeker |
So the outside is visible from where we are waiting?
Donal looks at the Doomguide, Are you ready to go? We have a narrow window now, before the Flaming Fist are shutting the bathhouse down. If we can clear this out early enough, these folk can go about their day.
EDIT: Shoot, missed that Grim said anything. How is our unconscious fool from the first room doing? Or are we misremembering?
GM Infinity |
Donal, checking the necromite closer you see that his bindings are still intact. He is awake although disoriented, slobbering and groaning through the piece of rope splitting his mouth. He might be saying "water" but it could just as well be the first syllable of an eternal curse that will haunt your bloodline forever.
The outside general lighting is visible, but the glass on the windows is foggy and not totally transparent to protect the bathers privacy. You could of course open one and look out, or just use the door.
"Mal" Malaric |
"We're the Fist." The mean-looking halfling replies in a high-pitched growl.
interrogation would take awhile. I suggest we make some rolls and get what we get.
"Let's go. I would appreciate a ride across that lake of sewage."
Evendur "Grim" Greymantle |
We have the key, lock the gates so we won't be interrupted and let's make a miracle attempt to clean out what we can.
GM Infinity |
Grim, did you spend both HD? You were at 1 hp and I only saw one roll, for 10. Also grats on 420 post.
Anyone heard from Atlas? He's not posted in other games as well for a few days. We can move on and figure out his HD rolls later.
The morning fog was remarkably even more dense than the previous night, the rolling Chionthar providing an endless supply of moisture clouding the city of Baldur's Gate. The party recovered some wounds and decided to plunge the depths once more, quickly locking the courtyard gate before again taking the stairs beyond the secret passage.
This time however, just at the edge of the stairs where the water begins, the passage has been blocked off with 2 large crates stacked hastily on top of each other.
DM: 1d20 + 6 ⇒ (12) + 6 = 18
DC 15 athletics to push through/move the crates. 2 people could do it for advantage.
edit: Also previous torches burnt out, but you could probably make new ones using the oils/spare towels from the bathhouse. And I assume Grim recasts light of course.
"Mal" Malaric |
"You mean, you didn't lock the gate behind you? Yes, locking the gate would be a good idea." The mean halfling replies with a bit of snark.
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
"I'll let you big folk to handle those crates." Mal carries one of his shortswords in hand when they enter the basement.
Tiberius Vorrack Kerrhylon |
Tiberius spends a fair portion of his time practicing minor magic, whilst double checking he is clean and fragrant after their earlier foray.
Might as well spend the whole bloody night here at this point to be honest.
Seeing the crates, tibs scratches his chin.
I don't believe those were their before. I.. I don't always pay attention to minor details, such things are rather beneath me but, I do believe I would have seen them. Would any of you have put them there, perhaps?
5 hours of rest? Might as well make it an all nighter! haha. Whats 3 more hours after all?
Donal the Seeker |
Actually Mylivanni is an elf so could get a long rest in via the Trance ability, which reduces the number of required hours from 8 to 4.
It's your game, but I have seen the designers say that they only need 4 hours of sleep, but still need 8 hours to complete a long rest, but that can be spent taking watch, or doing trivial things... like frolicking. ;) Anyway, just let us know how you want to rule it, not that it matters for now, as Myl only has short rest recharges...
Mylivanni |
Back! Yes. Let me know if we're taking a long rest. If so Myl would only use one of the rerolled HD just in case there were boogies in the night.
Myl meditates for a while in the quiet beneath the baths, then silently watches over the others as they sleep. "They sleep with no guilt. How? She discusses how long she should let them sleep with anyone else on watch before deciding that a little extra rest never hurt anyone.
Unless others wake up and decide otherwise she'll allow everyone the extra sleep.
Mylivanni |
"You mean, you didn't lock the gate behind you? Yes, locking the gate would be a good idea." The mean halfling replies with a bit of snark.
[dice=Perception]1d20+5
"I'll let you big folk to handle those crates." Mal carries one of his shortswords in hand when they enter the basement.
"Those crates might help us as much as they help whoever moved them there. It is dangerous to sleep in the lair of the enemy, however if we keep vigil it might be possible".
GM Infinity |
Donal, that was originally the case and you can still find notes from 2015 Crawford to that effect on the internet. But there was a 2017 PHB errata to long rest wording and since then the ruling has been reversed, to my understanding. The latest Sage Advice document clarifies:
Does the Trance trait allow an elf to finish a long rest in 4 hours? If an elf meditates during a long rest (as described in the Trance trait), the elf finishes the rest after only 4 hours. A meditating elf otherwise follows all the rules for a long rest; only the duration is changed.
Donal the Seeker |
Wow, okay. ^_^ That isn't rife with possibilities of abuse. At least they haven't changed the 'only benefit from one long rest in a 24 hour period', right? ;)
Donal doesn't sleep, instead opting to watch the night. At Mal's retort, the warrior snorts, The captain sent us on this fool's mission, the least he can do is have his men do some work while we root out what is in front of us.
GM Infinity |
...Ok, so you finish your long rest down here by the crates.
Many a strange noise pesters the dozing party throughout their camp. Muffled sounds filter through the old pipes resembling animal torture or the pains of birth, rattlesnakes, ghostly whispers and sliding stones...its hard to be sure with the strange echos.
Once done, the crates are still a barrier to your re-entry. Again, DC 15 athletics to manipulate them.
Donal the Seeker |
Intelligence: 1d20 ⇒ 12
Is everyone ready? Sounds like the Dead Three have been busy, the warrior spits at the words, Dead Three...
He moves to the crates, Gorn, give me a hand? With use the Help Action to give Gorn advantage...
Gorn Steelbreaker |
Gorn had not really intended to fall asleep. He had thought to sit for a bit, and then get up walk around awhile, maybe re-check the grounds to see if, at least, some new spices could be found. Or to test the quality of their epsom salts? Those are edible, right?
Alas, having raged as much as a rager could rage, the moment the tension drains from the room and others start to take their ease, he finds himself pooling onto the floor and allowing exhaustion to wash over him like a coming flood. He dreams of baths in tubs of hot mustard and massages done with hot coconut oil. He makes friends with a talking sausage, and then eats him, 4 stars out of five, needed more garlic.
He awakes and almost subconsciously digs from his pack oatmeal and cinnamon, mashing them together in strange animal shapes, animals that never existed.
At last he becomes fully awake and examines his handiwork. He sniffs a raisin-studded three-headed flumph and nods approvingly before approaching the Wall of Crates.
"Aye, Donal, let's see an end to this enigma."
Athletics!: 1d20 + 5 ⇒ (5) + 5 = 10
Athletics Advantage!: 1d20 + 5 ⇒ (8) + 5 = 13
"Oof. Beseems I've gotten stiff as a board in this place. Why don't we switch places, Donal, and give it another try?"
Aiding whoever tries to move them next.
Evendur "Grim" Greymantle |
Athletics 1d20 + 4 ⇒ (4) + 4 = 8 - advantage
Athletics 1d20 + 4 ⇒ (16) + 4 = 20
GM Infinity |
The first crate comes off the stack with quite a bit of effort, whatever's inside is rather more dense than it appears. There isn't much of a good place to put it out of the way in the tight 5ft corridor, but with some minor finagling it works out.
The bottom crate is a different story.
As soon as its disturbed, a metal pail which balanced on its far side spills its contents onto the sewage...oil by the way it floats. And suddenly there's a light in the far corridor. A torch? No...a flame quarrel.
Inits:
Donal: 1d20 + 2 ⇒ (20) + 2 = 22
Evendur: 1d20 + 0 ⇒ (7) + 0 = 7
Gorn: 1d20 + 2 ⇒ (8) + 2 = 10
Malaric: 1d20 + 3 ⇒ (2) + 3 = 5
Mylivanni: 1d20 + 1 ⇒ (2) + 1 = 3
Tiberius: 1d20 + 2 ⇒ (12) + 2 = 14
Ambusher: 1d20 + 2 ⇒ (15) + 2 = 17
Round 1:
Donal <--UP
Ambusher
Tib, Gorn, Grim, Mal, Myl
The Ambusher is 35 ft from the crates, which might be up to 30 additional feet depending on your march order and what extent you are squeezed. A layer of oil is floating on the water between you and the Ambusher.
Donal the Seeker |
Donal unslings his shield and hurries through the oil-covered water, hoping to get to their assailant quickly! Is the oil already on fire? If so, will burn Action Surge and shove one of the crates along to clear a way through the fire, to, hopefully, make it all the way
GM Infinity |
Astonished by the Tormtar's speed, the would-be trapper fires point blank...
Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Attack, dis: 1d20 + 4 ⇒ (1) + 4 = 5
...but the awkward angle foiled the shot, and the enflamed quarrel stubbornly checks the limestone wall.
Nat 20 and Nat 1. Not a total waste.
Round 1:
Donal
Ambusher
Tib, Gorn, Grim, Mal, Myl <--UP
Donal and the ambusher are same distance, 35 from crates inside the 5ft corridor to the south. Melee is not possible (except Donal) but ranged attacks can be made.
"Mal" Malaric |
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Atop the chef, so he doesn't have to wade in the sewage up to his chin again, the mean-looking halfling whispers, "Shar." A disorienting spike of psychic energy plunges into the mind of ambusher causing him to imagine what existed before the stars.
Mind Sliver, DC 13 Int or psychic damage and next saving throw penalty: 1d6 ⇒ 41d4 ⇒ 2
Evendur "Grim" Greymantle |
Astonished by the Tormtar's speed, the would-be trapper fires point blank...
[dice=Attack]1d20+4
[dice=Attack, dis]1d20+4...but the awkward angle foiled the shot, and the enflamed quarrel stubbornly checks the limestone wall.
Nat 20 and Nat 1. Not a total waste.
Round 1:
Donal
Ambusher
Tib, Gorn, Grim, Mal, Myl <--UPDonal and the ambusher are same distance, 35 from crates inside the 5ft corridor to the south. Melee is not possible (except Donal) but ranged attacks can be made.
Ooc - Saved our arses... well played
The priest double moves towards the attacker, not fully grasping that Donal likely saved them all.
Gorn Steelbreaker |
Seeing that the party is already standing room only, Gorn unlimbers a javelin. His mighty thews swing it forward like a tightly wound spring uncoiling with great power.
Attack!: 1d20 + 5 ⇒ (6) + 5 = 11
Damage!: 1d6 + 3 ⇒ (5) + 3 = 8
Mylivanni |
Mylvanni moves forward, cursing under her breath at the conditions, and pulling forth her bow and arrow as she moves.
1d20 + 3 ⇒ (5) + 3 = 8 Bow
1d8 + 1 ⇒ (6) + 1 = 7 Arrow (Piercing)
GM Infinity |
Int vs Mal: 1d20 ⇒ 9
The woman's mind is wracked with terrible contemplations, the veins on the surface of her eyeballs turning a rich, deep red. She stumbles backwards slightly, just missing Gorn's well placed javelin toss by chance. Similarly, the tight confines of the corridor foil the elves aim...the arrow striking a little too close for comfort near Donal.
AC 12, hp 7/11
Round 1:
Donal
Ambusher
Tib, Gorn, Grim, Mal, Myl <--UP
Tiberius Vorrack Kerrhylon |
Tibs clears his throat, as if saying well that was expected. Before looking to the woman, raising a hand and firing a gout of flame at them.
firebolt: 1d20 + 5 ⇒ (7) + 5 = 12
damage: 1d10 ⇒ 10
The flame strikes, ignites, and engulfs the foe.
Tibs gives a small snort, a bit of smoke trailing from his nostrils. He seems mildly proud of himself.