Chapter 2: Phandalin

Lost Mine of Phandelver is an adventure for four to five characters of 1st level. During the course of the adventure, the characters will advance to 5th level. The adventure is set a short distance from the city of Neverwinter in the Sword Coast region of the Forgotten Realms setting. The Sword Coast is part of the North-a vast realm of free settlements surrounded by wilderness and adventure.
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RorytheRomulan
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Post by RorytheRomulan » Sun Feb 16, 2020 6:53 am

"Oh? Well, I have a tiny cage with no door," she whispers. "I don't think it would want that, though... It likes fresh meat. What if we promise to bring it some?"
That cage is just the trinket I rolled for. Magic items... What about that curio Sunny took from the cave without our knowledge? ;) Maybe that's magical? We should also think about how much would be enough to let us all pass. I think we have at least one potion of healing.

I wanna use my special Bard talky-powers to convince it to let us go, on the promise that we'll bring it some dead bandits to eat. It's not pretty, but it's an option. Any other ideas?

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Shurijo
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Post by Shurijo » Tue Feb 18, 2020 3:15 pm

If no clear decision/action is made by Wednesday, then I'll move us forward. I'm not wanting to get bogged down too much in the game.

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Othniel
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Post by Othniel » Wed Feb 19, 2020 4:00 am

"Let's try that. I have a day's rations in my pack if nothing else works," Sasha whispers back. Without waiting for confirmation, the young woman takes a step forward to address the hideous creature. "I'm not sure we have anything you'd like, but if you let us pass and allow us to complete our errand, we can bring you something later."
We'll try Persuasion. Sasha actually will offer to bring meat back at a later time.

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Post by Shurijo » Wed Feb 19, 2020 3:56 pm

The nothic considers Sasha's thoughts (you don't speak undercommon, so let's telepathic reply). The creature sends the message to everyone's thoughts, "Fresh. Flesh. Others bring flesh. Let others live here."

The creature walks over to the crevasse and disappears under the bridge. After a few moments, you hear crunching sounds and flesh being ripped from the nothic's current feast.
Persuasion: d20 + 5 = 16 + 5 = 21 *success*
link: https://i.imgur.com/Cj7TuAX.jpg
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The group is allowed to pass, for now, with the promise of fresh flesh for the creature. To their left (west), they spot two passages - one closer to them with stairs descending and one farther away. To their right, they see one passage heading east which turns a sharp corner southwards. Farther ahead, past the two bridges, they spot an opening leading into an open room which shows shadows of, what appears to be, storage crates or supplies. There's no other movement within the area and the telepathic conversation with the nothic did not alert anyone to their entry.
Okay, you see 4 paths. Let me know which direction. I've revealed a bit more of the two southern passage ways assuming someone has walked a bit farther into the room.

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Post by Vardaen » Wed Feb 19, 2020 9:57 pm

The gnome shakes his head, "Let's move along, before it comes back to eat me." He seems rather shaken up by having the things voice in his head. He points at the far end, "That's just too close to this Nothic. Down?" He gulps once and looks ready to move down the stairs, or whichever way the group leads as long as its away from that thing.+
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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RorytheRomulan
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Post by RorytheRomulan » Fri Feb 21, 2020 1:43 am

Arveene cringes at the ominous chewing. They should find something to offer when they come back... "Um. Yes. Down. Quietly."

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Post by Shurijo » Sat Feb 22, 2020 4:05 pm

Grogg turns to his left (west) and heads down the stairs. As he reaches the end of the stairs, he sees two closed doors - one heading northwards and one heading southwards. The Deep Gnome stays at the stop of the stairs as a look out and to keep his eyes on the nothic which descended into the crevasse.

The ceiling of the passage way is 10 feet high and the two doors are made of wood with iron handles, hinges, and visible built-in locks. The hallway and stairs are brightly lit by oil lamps in wall sconces, which need to be refilled every few hours. As Grogg stands near the doors, he hears faint, muffled sounds coming from both rooms.

You are not able to 'see' if the doors are locked or not, just that there are locks there. A specialist, like Sunny, might be able to determine if it's locked or not. If you were to get closer to the door and 'listen' then someone might be able to make out the sounds. From this point forward, I'm assuming the entire party is in 'stealth' mode unless you specifically raise your voice or set off any 'alarms.')


Ah, okay. Sorry, V said 'up' and then you mention stairs and I was confused. The stars on the left go down - my mistake in description

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RorytheRomulan
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Post by RorytheRomulan » Sun Feb 23, 2020 6:24 pm

Arveene looks around the corner as she nears it, as Grogg doesn't appear to notice any threat in the hall beyond. She looks back towards Sasha and says, "There's another door around the corner. Sunny can check them out. Unless you can?"

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Othniel
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Post by Othniel » Sun Feb 23, 2020 8:57 pm

"I would wager Sunny is a bit stealthier than I, and perhaps he has the tools to unlock a door should the need arise?"

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Post by ManWithDoor » Sun Feb 23, 2020 9:04 pm

Grogg looks down at his meaty hands and smirks. "These might be the hands of a blacksmith in another life, but not a jeweler. Unless you want me smashing down doors, best to have more refined fingers try their luck at getting through."
Rule Number 12: "A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head."

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