Just got all my inventory organised.
Also this is the trial run of Sofa D&D! Pretty coooool.
From last time, TODO list:
Figure out what the Sorcerous power might be.
Go back to Belak's room and fine-tooth that shit (and get the body in the wheelbarrow)
Go over the library fine-tooth.
Explore the other rooms, including down the tunnels.
Go back up, try the key on that locked fish door.
Check out the glowing orb.
Have a rest at some point!
Gonna use those six minutes to run through the place and look at stuff.
Find one octagonal chamber with scorched dead plants and fungus around some familiar-looking holes. Hmmm. Need to investigate those holes at some point.
Find a couple other Arborium places, not really interested in turning them over. Okay, no magic stuff.
Back to the library! Anything cool in here? This place has been turned over already, doesn't seem to be much of value left in here. Feels like the damage happened a long time ago and it's been sifted through more recently since (probably by Belak).
Back to Belak's office! Anything cool in here? Find a book on Druidic Lore about the cycles of life and death - could be valuable. Also he's got stuff hidden in his desk - 365 gp, 4 agate gems 20gp each
Okay that's probably all for these rooms.
The goblins don't give us any trouble. Leave Sharwyn in the iron dragon room, and then it's time to Sneak down the crevasse.
DOWN THE CREVASSE! DM just said "Oh shit it's right there" so that's worrying.
Opens into a 30ft cavern, riddled with these manhole holes. Dim fiery glow shines out of one of the holes.
Let's roll a ball bearing into it! What could go wrong?
OH NOT IT ALL WENT WRONG.
Something SHRIEKS as the ball bearing goes into the hole.
A FIERY SNAKEY BOI EMERGES FROM THE HOLE
We all run away from it. I don't want to fight it, unless the Sphinx tells me to.
Trying to get up the Pit. Erky climbs up first, I shoot the rope up, and then we all go up the rope - and pull Sharwyn up at the end.
Chat to Grennal, she's in charge now and happy about it (for now) Buy the boy's armour off her.
Chat to Ustrayl, she's pretty dismissive, wants Meepo gone.
Fish door: Meepo gonna try pick the lock ("Meepo can try!"). NATURAL 18!
THERE'S A METAL KEG WITH PIPES INTO THE FLOOR
I can't open it.
Meepo hits the bung with his Magic Sword and CRITS it.
THINGS ARE COMING OUT OF IT WHAT.
Some kind of steamy icey mephits come out of the thing.
ROLL INITIATIVE
Meepo hits one with his Magic Sword, 9 damage
Mind sliver, 5 damage
Couple of sacred flames, 6 damage, more damage, first one goes DOWN!
A cloud of steam BURSTS from it as it dies.
Nat 1 on my save, 10 for Meepo. Meepo takes no damage (hooray!), I take 5 but I'm fine. The ice mephit takes double damage! Fire!
Ice Mephit breathes Ice on us (big shocker). Dex saves all round, I might get a bit more hurt but I'm not too worried still.
I'm on 15HP, Meepo is on 4.
Stabs with his rapier, 7 piercing.
I stab stab with my daggers, 4 damage - and KILL IT! Explosion damage, I'm on 12 he's on 3.
In the cask: 5 sapphires, and water. Detect magic - the sapphires have fading magic, which might have been tied to how the mephits were here. Take the gems!
And let's go rest.
Next time: Rest. Level up?
Talk to Meepo about coming with us. Talk to the boys about what they're gonna do.
Read these books!
Touch the glowing orb.
Take Meepo down to the Sorcerous Circle and do the thing there.
Give Calcrix the sapphires.