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Chapter 2 - Getting to the bottom of it?

A 5e D&D campaign starting at 1st level in and around the city of Waterdeep in the Forgotten Realms.

Waterdeep: City of Splendours, seat of many thousand plots. Are they opportunities for success, or for an untimely demise?
Will the adventurers sit safely in their comfort zones? Or will they risk their all to carve out a slice of Realms history with their names on it? Puppet or puppeteer?

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Re: Chapter 2 - Getting to the bottom of it?

Post by Nocturno »

Sue will use his remaining Hit Die and search a room if it get's unlocked.

Hit Die: [1d10+2] = 8+2 = 10

At the end of the rest.

"That worked wonders."
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Re: Chapter 2 - Getting to the bottom of it?

Post by Squirrellord »

Hit Dice(1): [1d8+1] = 7+1 = 8

Jim will assist in searching. He will direct Sue to any doors require any "persuasion" to be opened.
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Re: Chapter 2 - Getting to the bottom of it?

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======
Still waiting for Woody's intentions but having been nudged, Sue, Jim and Woody each gain +200xp for previous 'montaged spider swarms'.
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Re: Chapter 2 - Getting to the bottom of it?

Post by counterkid »

Woody will rest so he can regain some spell levels. He will spend the time trying to attune or understand his new bracers.
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Re: Chapter 2 - Getting to the bottom of it?

Post by Squirrellord »

Jim would attempt to pick locks however he does not have any lockpicks on him
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Re: Chapter 2 - Getting to the bottom of it?

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Darren sees Jim stariug blanky at the lock, "That's quite something you've got there if you can open the lock by force of mind!" He smiles. "Have you tried looking for tools? Maybe a storeroom? Or under the bed? Or under the kitchen sink?"
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Re: Chapter 2 - Getting to the bottom of it?

Post by Squirrellord »

Rousing himself at Darren's words, Jim replies "Tools would indeed help. Perhaps one of us might even know how to use them." He moves to thoroughly search any cupboards, closets, desks, bodies or anything that could hide tools they could use to help pick locks.
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Re: Chapter 2 - Getting to the bottom of it?

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Lacking a blanket or bedroll Woody settles himself down in a chair in the large meeting room. He contemplates the newly acquired armbands* and contentedly watches the other adventurers as they trot backwards and forwards.

Jim tries to outstare a door lock. The door lock wins. Prompted by Darren's good-natured needling, the monk moves off and methodically searches the kitchen, its cupboards, closet and the bedroom with the deceased dwarf. Sue follows in his wake. In addition to the cookware the kitchen offers up brewers' supplies (perished), two sets of mason's tools and a set of tinker's tools. Darren wanders round the kitchen concentraing, and declares, "There's magic in the shower room but it seems to be concerned only with the water system. The heater in the meeting room is magical as are the two stoves in here." Jim empties the five foot square closet in the northwest corner of the kitchen. It contains brushes, brooms, scrapers, aprons and bags. Darren adds, "That bag, there, yes, that one radiates magic." Darren leaves the kitchen.

Still hunting for thieves tools, Jim heads off to search the bunk room. Sue follows. Darren's voice echoes from the storeroom to the south. The intervening door has been spiked open. "Haven't done the WCs yet. The dwarf's chain and scimitar are magical."

On reaching the bunkroom Jim's acute senses note that the dead dwarf remains dead, two of the storage chests are empty, one contains contains clothing, mostly stained and rotten undercloths and a polished spherical brown stone (two inches across). The fourth chest also contains clothing, mostly stained and rotten undercloths, a pewter mug engraved with "To me mum", and a weird looking contraption that someone may recognise as bagpipes.. Examining the dwarf's pouch yeilds a sun, eight dragons, forteen sambats and three keys.

Perhaps fed up with being Jim's satelite, Sue appropriates the keys and establisehs that they lock the bunkroom in which they were found and the two doors to the east, both being double bunkrooms. [Map in" General Campaign Information, maps etc" has been updated.] The pair of newly opened bunkrooms appear to have been uninhabited. The bunks are unoccupied and the storage chests are emply. The bedding needs replacing and Sue finds a gold nose stud on the floor in the corner of the room mostly hidden by a bunk leg.

What next?

======
*Bracers of Defense: After atunement these grant +2 AC bonus to AC when worn (and no armor or shield are in use). Woody is now attuned to them.
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Re: Chapter 2 - Getting to the bottom of it?

Post by Nocturno »

Sue will gather up any items he can find that may be magical, and collect them.

"Take a gander." He clears his throat. The he will bundle up the mundane weapons and armour to haul them out. Bundling up the magic items up in a separate string, and will take them with him also.
Last edited by Nocturno on Mon Aug 31, 2020 7:02 am, edited 1 time in total.
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Re: Chapter 2 - Getting to the bottom of it?

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Mundane items remaining in the sewer hideout:
  • From western storeroom:
    • three backpacks
      three bedrolls
      three mess kits
      three tinderboxes
      thirty torches
      three waterskin
    From eastern storeroom (judging by labels):
    • two small barrels of pickled fish
      a barrel of salt
      twelve large barrels of water (stale but ok)
      eighteen wooden barrels and boxes (contain spoilt food but the containers could be salvaged)
      a small barrel of nails
    From bunkroom with corpse:
    • pewter mug engraved with "To me mum"
      bagpipes
      a female dwarven corpse
    From kitchen (and closet):
    • three sets of cooking tools
      two sets of mason's tools
      a set of tinker's tools.
      several brushes, brooms, scraper aprons and bags
    From unoccupied bunkrooms:
    • a gold nose stud
  • From Hallway:
    • a carbon-covered dwarven skeleton

    From WC:
    • a dismembered dwarven corpse
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Re: Chapter 2 - Getting to the bottom of it?

Post by counterkid »

That's a lot of stuff you got their Sue. My friend Val would really like some of these weapons.

Shall we check out that locked room?
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Re: Chapter 2 - Getting to the bottom of it?

Post by Squirrellord »

Jim will go collect the pouch of money that is on the dead dwarf in the bunkroom and then head to thoroughly search the training room. If time permits he will then search the shower room and finally the WC's. He will request another person be present for his searching of the WC"s though in case something may be hiding in unsavory places.
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Re: Chapter 2 - Getting to the bottom of it?

Post by Nocturno »

Sue will escort Jim. Helping collect everything.
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Re: Chapter 2 - Getting to the bottom of it?

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After taking the bunkroom coins Jim searches the training room, finding nothing. Despite Sue hovering hopefully helpfully in the background Jim's search of the shower room gives nothing until Darren pops in and says, "Hey! Try this," and provides a Light for Jim. The others don't spot anything but Jim's beady eyes see a glint of relected light from one of the shower drains. It's an earring mounted with a small transparent stone.

Rechecking the shower room and the training room reveals nothing else of substance, merely some patches of mold.

======
Sue, Jim & Val have gathered up magical items.
  • From training room:
    • a longsword
      a greataxe
      a shield
    From bunkroom with corpse:
    • a polished spherical brown stone (two inches across)
      chainmail shirt (very light, very flexible, unlike the female corpse from which it was removed)
      a scimitar

    From kitchen (and closet):
    • leather bag
  • From northern bunkroom:
    • scroll tube (containing a spell scoll of Greater Restoration)
  • From WC with dead dwarf:
    • chainmail (flexible but with hardened areas)
      magical hand axe
Sue, Jim & Woody gather up the mundane weapons, armour & valuables.
  • From training room:
    • two longswords
      five handaxes
      two shields
  • From bunkroom with corpse:
    • coins (sun, eight dragons, forteen sambats)
  • From shower room:
    • diamond ear-ring
  • From northern bunkroom:
    • coins (sun, eight dragons, forteen sambats)
      a diamond ear ring
  • From WC with dead dwarf:
    • coins (seventeen dragons, two sambats)
      a stone icon representing Moradin
***
[Updated in italics]
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Re: Chapter 2 - Getting to the bottom of it?

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Moving to the WCs, Jim confirms the empty ones are indeed empty, although the holes disappear into darkness. Inspection of the mass of mould on the floor of each WC shows it to be either dead or inactive. Booth patches are roughly rectangular in shape.

When Jim inspects the dead dwarf in the next WC a handful of putrid looking grubs leap at him from the dwarf's eye sockets. The group madly stamp, swipe and burn the grubs but not before Jim gets swarmed. Before three of the nasty creatures can complete burrowing under his skin they are burnt or winkled out. Darren tries to fix Jim's latest set of wounds: three pits that reach into his soft tissues. [Jim: +12HP] "I'm nearly out, completely out of resources for the first time since, well, forever. You guys really do push through the pain barrier, don't you? Anyway, do you think there's a chance we might be returning to the city any time soon?"

The dead dwarf, once a male, falls to pieces before he can be wrestled out of his armour. It's a bit gruesome extracting the remains bit by bit but eventually the adventuring company gains some more loot:
Magical chainmail, a magical handaxe, coins (seventeen dragons, two sambats), a stone icon of Moradin and a key.

Having been wanting to get through the remaining closed door for a while, Woody politely appropriates the key and tries it. Presto! The door opens with a "click." It's another double bunkroom. Only one of the bunks appears to have been in use, judging from the disarray. Searching the room for significant things locates a diamond ear ring down the wall side of the bunk and also a scroll tube (containing a spell scoll of Greater Restoration) from one of the chests.

The whole complex has been throughly searched (apart from one WC filled with heat absorbing mold).

What next?

======
Deead dwarf grubs Stealth [1d20-2] = 18-2 = 16
Dead dwarf grubs [1d20] = 4, [1d20] = 1, [1d4] = 1, [1d4] = 4
Dead dwarf grubs [1d20] = 18, [1d4] = 3
Darren Cure Wound [1d8+7] = 5+7 = 12

***
Map updated in the map thread.
Items found above updated into preceding post (of items taken).
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