Drusilla Orizorwyn |
"I thought it was the skeletons and figure out who was supplying the Smugglers, because of the box of communications we found" Drusilla said as she looked about a bit more confident.
Investigation: 1d20 + 5 ⇒ (9) + 5 = 14
Badger the Rover |
"Well the guy that got away told us some of that. If we want to set up shop and lure others in we have the box and know their signals." He shrugs, "I think it could work. But we also left the place not fully explored and not fully salvaged."
Tarn Copperlocks |
Investigation: 1d20 + 1 ⇒ (11) + 1 = 12
”Aye, check it all. If it isn’t nailed down then it belongs to us. And if it is, we decide if it is worth unnailing. Let’s get to it!”
Drusilla Orizorwyn |
Drusilla nods as she draws her Scimitar and holds it like she knows how to use it. As she does she hums a familiar yet different travelers' tune. After this last gaunt Drusilla seemed more confident, her posture and tune seemed to mimic the style of Blade Dancers!
Kwin Avassar |
"Yes, we can see to their disposal. We can do it before we leave, lest it attract unwanted attention. If what our traveling friend said was true, and there are indeed undead in the rooms above, there is no need to risk these foes rising again to come at us again."
DM Jubal |
Heading into the unexplored cavern. Tarn leading the marching order
Tarn first enters an uneven, naturally formed cavern, which is about twenty feet in diameter.
Kwin is the first to notice the bright green, wet, and sticky, slime dropping from the ceiling on to Tarn, Argyri, and himself.
acid damage to Tarn: 1d10 ⇒ 1
acid damage to Argyri: 1d10 ⇒ 10
acid damage to Kwin : 1d10 ⇒ 10
A creature that comes into contact with green slime takes 5 (1d10) acid damage. The creature takes the damage again at the start of each of its turns until the slime is scraped off or destroyed. Against wood or metal, green slime deals 11 (2d10) acid damage each round, and any nonmagical wood or metal weapon or tool used to scrape off the slime is effectively destroyed.
Sunlight, any effect that cures disease, and any effect that deals cold, fire, or radiant damage destroys a patch of green slime.
You can use Passive Survival 10 +skill
Badger the Rover |
Survival: 1d20 + 4 ⇒ (16) + 4 = 20
Reflex Save Grasping at Straws: 1d20 + 5 ⇒ (12) + 5 = 17
After the green sludge falls. Badger calls out, "Tis Green Slime I garuntee. Fire, sun, or that holy blastin' energy will kill it good."
He does a double take at Blacklock's torch attempts to grab it intent on stabbing it flame end into the slime.
Tarn Copperlocks |
Tarn fell back, getting away from the slime on the ceiling and quickly throwing up his wards.
Move and armor of agathys cast
Drusilla Orizorwyn |
Survival: 1d20 + 2 ⇒ (13) + 2 = 15
"Agreed, quickly someone burn the goo off before it spreads" Drusilla states as she looks at the others hoping they have something to deal the proper cold, heat or radiant ability.
Argyri Katrakis |
"AAAAUUUGH! That BURNS!!"
Argyri takes a big glop of it, right on her neck...and on her brand new, super-clean studded leather.
Her neck and shoulder hissing with acid burns, she quickly retreats, and uses her cloak to wipe it off as best she can.
Tarn Copperlocks |
With acidic slime on him, Tarn took out one of his boots. Gripping the shaft, he used the metal head to scrape the slime off.
DM Jubal |
Tarn continues out of the slime cavern to the bottom of the stairs into the cavern and casts an abjuration spell. The cold magic destroys the acidic slime.
Armor of Agathys cold damage destroys the slime before receiving acid damage
Argyri follows Tarn and scrapes off the green slime with her cloak. After she gets the last of the slime from her body, she drops her cloak on the cavern floor and watches the green slime dissolve it into a puddle of goo.
Kwin follows Argyri in steps and actions sacrificing his cloak to the green slime gods which accepts into a sizzling puddle of green goo.
Badger jumps on Blacklock's shoulder and tries to burn away what they can reach on the cavern's ceiling stalactites. Drusilla keeps them from getting too close, avoiding the dripping slime by staying out of the way.
Ok. The slimed folks remove the it before further damage, and the non-slimed folks avoid getting slimed.
The caverns are now fully investigated. Do you want to do anything before heading upstairs into the cellar of the house?
Kwin Avassar |
Kwin lays his staff across the passageway, about ten feet before the slime. "Just to remind us, if we come back this way."
He'll turn to Argyri and offer her a vial. "This draught should alleviate at least some of those burns. Keep in mind, should I fall during the course of this, I have another of these in my pouch that should revive me if given to me." Argyri, normal potion of healing. Should give you back 2d4+2 hit points.
Tarn Copperlocks |
”Aye, to the cellar. As good a place as any.” Tarn said, taking the lead.
Blacklock |
Blacklock followed along, but seemed quite frankly to be in his own little universe.
He was picking up handfuls of dirt for huge whiffs, inspecting little insects he came across very closely letting them run around his hands, being bedazzled by certain color changes. At the same time, he didn't really seem tipsy...quite the opposite. His movements were like lightning, small steps here and there taking place instantly. His balance and posture was immaculate.
It was like the kid was possessed by some guiding spirit, some force, that had taken over his body's locomotive endeavors.
Argyri Katrakis |
Argyri gratefully accepts the healing draught.
Potion: 2d4 + 2 ⇒ (4, 4) + 2 = 10 Back up to full HP
"Ahhhhh, my. I've had a few of those, but that was amazingly potent!" She turns her neck to the place where the slime splattered. "Can you still see the burns at all? Any cool scars?"
. . .
As they walk along, Argyri looks over at Blacklock, curiously. "Hey kid, what's up?"
Drusilla Orizorwyn |
Drusilla sighs as she hears about the burn scars. She looks at her own hands and notes the pale and still scarred flesh in places. Remnants of the accident some fifty years ago
Argyri Katrakis |
"Uhhhhh...NO, silly!
"I do sometimes hear my life being narrated though, like I'm the hero of a story."
Watching him stare off, she pauses for a minute and then asks, "Wait, what exactly DO you hear?"
Blacklock |
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"It's like..." he was honestly trying to find the words "...here do this:" he took her by the hand, closing the fingers but not all the way, like she was holding an invisible ball "Don't you feel something there, even though there's nothing there? Don't you feel it...humming? Don't you hear it, alive?" there was something wild and almost scary about the level of sincerity his face was expressing.
Argyri Katrakis |
Argyri looks at the kid, quizzically.
He's SO sincere about this. (And about everything, I guess).
"I...hey, we've all been through a lot recently. I'm not used to bleeding out on the floor, that's for sure!
"I...wouldn't worry about it, OK? Just let us know if you need a break."
DM Jubal |
Moving on
Tarn leads you upstairs and back into the cellar. This torchlit chamber was once a large cellar, but it has since been converted into living quarters. Ten crude beds are piled like a makeshift barricade near the secret door entrance to the caverns below. Ten wooden lockers are open and empty.
A long wooden trestle table ringed by rickety stools dominates the center of the room. Metal cutlery, cups, and dirty plates sit atop the table. A cookstove is installed near the table. A sturdy set of stairs leads to a trapdoor in the ceiling above. There are two wooden doors in the east side of the room, one of the doors is barred.
You continue your sweep and check Sanbalet's private quarters. Unlike the barracks, this small room holds comfortable furnishings and appears to be well cared for. A comfortable-looking bed in the northwest corner has a wooden locker at its foot. A small wooden table stands against the east wall, with a padded leather chair beside it. On the table, a brass three-branch candlestick with three candles, though not fresh, are far from spent.
You're up!
Tarn Copperlocks |
Investigation: 1d20 + 1 ⇒ (3) + 1 = 4
Investigation: 1d20 + 1 ⇒ (8) + 1 = 9
”Well and truly looted. Rotten luck, not even work brining back the candlestick.” Tarn said, disappointed.
Drusilla Orizorwyn |
Investigation: 1d20 + 5 ⇒ (5) + 5 = 10
Investigation: 1d20 + 5 ⇒ (5) + 5 = 10
Drusilla still seemingly walks a bit sagged in the shoulders as she is reliving her shock at the change her body had made after the incident to devout herself to really searching through the cavern.
Drusilla Orizorwyn |
So I do have a Passive Investigation of 15 so I see all of this!
Drusilla goes to the bed and looks at it oddly."Was this the bed Tarn was in?"
"Oh, Also the footlockers were never opened by us. Probably locked" She says trying to remember what bed Tarn rested in.
Kwin Avassar |
Investigation 1d20 + 0 ⇒ (5) + 0 = 5
Investigation 1d20 + 0 ⇒ (7) + 0 = 7
I hate you too, dicebot!
Kwin looks around when Drusilla comments about the footlockers. "We were somewhat careless, weren't we? We should check out these rooms more thoroughly. Maybe we can find more clues about the wizard's operation."
"Wait. If we didn't open those footlockers, then who did? Was someone else here while we were in town?"
Badger the Rover |
With Kwin's warning Badger grows more wary. "Well either the one we let run. Returned or they had a visit from one of the boats that brings or takes out what they were runnin'. He adds after a moment. "New visitors means new ambushes and new traps."
Argyri Katrakis |
"Hey, I read a story once where Sharp-Eyed Sal, a half-orc tracker from Iuz, was able to distinguish fresh tracks in a room she'd visited previously.
"Anyone want to see if we can figure out who was here and where they went, before we go on?"
Blacklock |
Blacklock seemed to take Argyri up on the challenge, getting down on all fours and putting his face millimeters away from a footprint in the dust...
Survival: 1d20 + 3 ⇒ (19) + 3 = 22
...something surged in his bloodstream as his consciousness expanded to include a myriad of branching possibilities regarding the patterns and nature of tracks in the area. The kid was smelling the dust, tasting the dust, like an animal...or more accurately like a crackpot.
Tarn Copperlocks |
”Uhm….” Tarn raised a finger, looked confused, lowered his hand, and then just stared. He then looked around, wondering if everyone else was seeing what he was seeing.
Blacklock |
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"I see a story of three people, preparing a not that complicated chicken dish. One wanted red pepper, stored in this locker...the other wanted sweet mango from this one here. Both idled around the kitchen area as it was prepared. But none ever approached the barred door." he informed his companions with confidence. Again, if his movements weren't so precise and well controlled, you would swear he was on drugs or something.
Tarn Copperlocks |
”Lad…are ye…on drugs?” The dwarf said, quietly, to the brawler. ”If so ye can tell me and I can get ye help, aye?” He finished, looking concerned.