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(IC) Quickleaf's Rime of the Frostmaiden
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<blockquote data-quote="Quickleaf" data-source="post: 9588185" data-attributes="member: 20323"><p>GM POST</p><p></p><p>[SPOILER=Map]</p><p>[URL unfurl="true"]https://www.owlbear.rodeo/room/6zKLF9hykZRT/TheSewedWay[/URL]</p><p>[ATTACH=full]396491[/ATTACH]</p><p>[/SPOILER]</p><p></p><p>It takes a moment for the cat-sized ugly rats to sniff out the jerked rations that Oskar tosses into the north alcove. After a minute of watching the party, they scurry over to investigate and hungrily chew on the rations, eyeing the party as you move quietly past and along the northeastern passage.</p><p></p><p>The dialogue between the cultists is audible to the southwest, but because you're so close pausing to listen may risk discovery. </p><p></p><p>You move single-file into a dusty cave whose east end is five feet higher than in the west end, with a rocky ridge separating the two areas except for slopes on either side. Picks and shovels lean against the ridge. Small gem deposits in the ridge and the walls of the cave gleam seductively.</p><p></p><p>[GM]You're all automatically hidden because the waterfall is masking sounds, cultists distracted by talking amongst themselves, and you're out of line of sight. Anyone wishing to pause and get close enough to eavesdrop can make a DC 15 Stealth check, but failure indicates the cultists hear/spot you.</p><p></p><p>Anyone wishing to retrieve picks/shovels or pry at a gem deposit can make a DC 15 Sleight of Hand check or Dexterity (mining tools, something like that) check. You automatically will acquire what you try to, the check is to determine whether you do it quietly or not.</p><p></p><p>If no one takes the "GM's bait" here <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> then you can sneak out of the mines entirely and we'll jump to Termalaine town.[/GM]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9588185, member: 20323"] GM POST [SPOILER=Map] [URL unfurl="true"]https://www.owlbear.rodeo/room/6zKLF9hykZRT/TheSewedWay[/URL] [ATTACH type="full" size="906x1266"]396491[/ATTACH] [/SPOILER] It takes a moment for the cat-sized ugly rats to sniff out the jerked rations that Oskar tosses into the north alcove. After a minute of watching the party, they scurry over to investigate and hungrily chew on the rations, eyeing the party as you move quietly past and along the northeastern passage. The dialogue between the cultists is audible to the southwest, but because you're so close pausing to listen may risk discovery. You move single-file into a dusty cave whose east end is five feet higher than in the west end, with a rocky ridge separating the two areas except for slopes on either side. Picks and shovels lean against the ridge. Small gem deposits in the ridge and the walls of the cave gleam seductively. [GM]You're all automatically hidden because the waterfall is masking sounds, cultists distracted by talking amongst themselves, and you're out of line of sight. Anyone wishing to pause and get close enough to eavesdrop can make a DC 15 Stealth check, but failure indicates the cultists hear/spot you. Anyone wishing to retrieve picks/shovels or pry at a gem deposit can make a DC 15 Sleight of Hand check or Dexterity (mining tools, something like that) check. You automatically will acquire what you try to, the check is to determine whether you do it quietly or not. If no one takes the "GM's bait" here ;) then you can sneak out of the mines entirely and we'll jump to Termalaine town.[/GM] [/QUOTE]
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