D&D 5E EB's ToEE and RttToEE Campaign - IC

EarlyBird

Explorer
With Zanword's help, and a little light from Aridha, Templeton manages to find a few trinkets among the rare junk of the debris piled across the wall.

Hexiros takes up a watchful guard along the right side of the stairs, while Emmyr grumbles from the back at the slow pace the ladies are taking getting to the bottom.

OOC: Investigation: 19+6=25
Trinkets:
[roll0] - A candle that can't be lit.
[roll1] - An empty glass vial that smells of perfume when opened.
[roll2] - The shell of an egg painted with scenes of human misery in disturbing detail.


OOC: It will take some time to clear away one of the doors please pick north or south for the one you wish to clear, and I'll half the time if someone helps.

[sblock=Map]
moathouseDungeon_4.jpg[/sblock]
 
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EarlyBird

Explorer
OOC: Open Locks: 14+7=21


Templeton and Hexiros take about ten minutes to clear away the debris infront of the door. Rana sits on a wabblely three-legged stool. "Sure Lareth had his men barricade himself inside there and now he yells out orders from deep inside. Phaw! Dig children. Play in the dirt if you must."

Though she does keep one eye open as the others work.

After the door is clear, Templeton rubs his hands together. Everyone can tell it is newly constructed and well oiled, and as he pulls out a small set of tools, locked. " Nooo problems mam," he says with a quiet coo. "A little wiggle and a bit of a twist and we are..."

*click*

"...in."

Inside this twenty foot by twenty foot room are a large number of shields (Templeton counts 30), twelve suits of leather armor, and twenty barrels containing salted and perserved meats. And two small kegs of brandy.

Rana cocks an eyebrow when she hears about the brandy.

[sblock=Map]
moathouseDungeon_5.jpg[/sblock]
 


KahlessNestor

Adventurer
Moathouse
26 Goodmonth
3:39 PM
Round 0

“Well, at least we willnae starve,” Emmyr commented, taking a bite from some jerky himself. “Le’s tap one o’ those kegs. I cuild use a wee dram.” He grinned.

[sblock=Emmyr’s Rolls & Actions]
Move:
Action:
Bonus Action:
Object Interaction:
Action Surge:
Conditions: Aid (8h; +5 max hp)
Inspiration:
[/sblock]

[sblock=Mini Stats]
Initiative: +1
Perception: 10
Speed: 25
AC: 16
HP: 28/28 (33/33) HD: 3/3d10+3
Second Wind (1/R): 1d10+3 hp
Action Surge (1/R)
[/sblock]

[sblock=Party Loot]
11 pp (Emmyr)
35 gp (Emmyr)
6 ep (Emmyr)
163 sp (Emmyr)
81 cp (Emmyr)
Blue quartz, 10 gp (Emmyr)
Music box: 20 gp (100 gp if repaired)(Templeton)
Cracked helm (1 gp scrap)(Templeton?)
Blue spinnel gemstone, 400 gp (Emmyr)
2 citrines, 50 gp each (Emmyr)
Gold chain, 200 gp (Emmyr)
[/sblock]

[sblock=Party]
Lady Rebekah - half elf bard charlatan noble
Gwylla - half elf wizard
Hexeiros - dragonborn fighter
Rana - feylock
Zanword - human fighter pirate
Aridhe - human moon druid
Templeton - human rogue ratcatcher
[/sblock]
 

Neurotic

I plan on living forever. Or die trying.
"Let's pack both of those. We can celebrate each level. Or we can waste it and burn something." offers Zanword as he chews some jerky and attacks the next door. "Let's hope these have armor and weapons. But given the location, I'd say these are here from before the cultists."
 

EarlyBird

Explorer
Rand steps aside as the men start working on the second concealed door. Again they find the door well maintained and locked. With a grin the smelly rogue applies his skills to the door. (Open Lock 14+7=21)

Behind this portal are fifty spears, ten glaives, six guisarmes, three battle axes, seventy black capes (each with a yellow eye of fire sewed on the center), more containers of provisions, a crate of one hundred-twenty arrows, and a crate of two hundred crossbow bolts.

The eyes sewn into the capes are the same as the eyes that were on the shields of the gnolls the group encountered on the road. (Religion or History check if you wish to ID it)

"So we have found what?" the witch asks rocking on here lop-sized stool. "Provisions for an army of bandits?"

[sblock=Map]
moathouseDungeon_6.jpg[/sblock]
 

Neurotic

I plan on living forever. Or die trying.
Given that most of his teachings were sailor stories and ramblings of an old man lost at sea, Zanword isn't an example of religious lore. What he is good example of is pragmaticism.

He looks over the trinkets they found and almost smashes the one with evil imagery. But that can always come later, it may be a key or identifier or something else of value in this place. Unuseable candle...evil place...maybe it only burns when annointed in blood. Or only in complete darkness. Or whatever.

Finding the supply room he grins. "I think we found the place we can hurt the cultists somewhat. Don't you all find it strange it was behind the slime and burried in garbage? Templeton, please look over the walls, I believe we're missing another entrance to these rooms. I'll help. Gwylla, would you please take these robes to the main room and burn them or slash them or otherwise destroy them? Take what weapons you need, destroy the rest. We're not capable of taking everything back to strenghten the town, but we can make sure bandits don't have the resources either."


[sblock=Actions]
Collect couple of spears for throwing
Help Templeton with searching [MENTION=20711]hero4hire[/MENTION], advantage on the search roll
[/sblock]
[roll0]
[roll1]
 
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