YES - But, finally somebody in the pit has darkvision. So, Tabaqui sees. A successful DC 15 Dexterity check with Thieves’ Tools (or similar) can disable a trap by interacting with the mechanism from inside the pit under area 5, which you can actually notice despite the ear total absence of light in said pit.
The blades in the room with the caged tome rise another foot from the floor, then suddenly descend back into the ground, clearing a path for Marlyth and anyone on the op part of hallway 5.
I'm just going to assume you all figure out how to seesaw your way out of ther and someone jams a thing in the lever so the seesaw is now also disabled.
The space under the podium is unaffected by the trap. The cage surrounding the podium can be accessed through a locked gate opposite the entrance
The book on the wooden podium inside the cage is a dyed-white leather tome with iron hinges and a sturdy clasp. It bears no title. Inside, the book begins with 86 vellum pages followed by a compartment cut into dozens more glued and sealed pages. That compartment holds an ivory key etched with sigils about the length of a human hand
The book’s first 86 pages contain sketches and handwritten notes made by Sylvene for herself and others. Every page is about the island she made, as well as the following lore and spells:
• Sylvene’s name and identity as a wizard “traveling across the planes.”
• “My island shall be made from a magic stone I acquired not long ago—a demiplane of my own design.”
• The spells magic circle, Mordenkainen’s faithful hound, and teleportation circle.
• A recipe for potato-leek stew with shallots and garlic.
• a passage about a faithful hound “Coriander sleeps by the fireplace. Such a good boy.”
• Notes explaining “how time will work on my island” (one hour each of dawn, day, dusk, and night).
• A list of the keepers who tend the demiplane: Ahma, Noa, Ohwo, and Seero.
<We never really got a chance to establish this, but Sylvene is the name of the leader of the wizard barrow in the previous adventure whose disappearance left the barrow unable to thrive in her absence. You're in her old house in Waterdeep right now.>
Marlyth will pull out a Torch from her Backpack since she feels that everyone might need the light to read the texts. As a result, she will snap her fingers together to create a fiery spark by casting Druidcraft and kindle the torch. If someone is still left behind or stuck somewhere, she attempts to assist him by providing illumination.
"Was the fifth corridor trapped? I assumed that was the case. Sylvene clearly didn't want any intruders to get access to her journal."
She fails to read the instructions of the spells listed on the vellum pages, and lets other examine it's contents.
<I think the point of the barrow was to learn some stuff abou the wizards, which led you to the home of their leader where you found a pretty spellbook with a 🔑 in it, so a burned out hobbit house is maybe not so important in rhe scheme of things...>
Ok, Angus will reach into the book and remove the key, and .... trace the sigils with his finger? *shrug* Look around for something else with the same sigils on it?
The handwriting has a practiced, careful style. It often refers to “my island” and mentions a “hidden page” there to keep the author’s thoughts and secrets in order.
Notes vary between addressing a reader and addressing the author. This journal probably wasn’t intended for any audience except the author herself.
The book also fully identifies and explains how to use the planar key, that it cannot regain charges, and that “to return to this world, seek the island’s keepers, for they can send you home.”
Planar key details:
*this key has 1 charge remaining
Planar Key
AitFRp13
Wondrous item, rare
This key is etched with sigils.
A planar key begins existence with 1d4 + 1 charges and cannot regain charges. When the key's last charge is expended, the key's sigils and magic fade away, but the key remains.
While touching the key, you can use your action to expend 1 charge and have the key cast plane shift limited to the key's predefined destination only. Each planar key links to a single destination defined when the key is made.
This post has potentially manipulated dice roll results.
"Teleportation Circle? So, you can read the spell instructions, Calner. I wonder what these other two spells say. Can you read this spell scroll too?"
Marlyth declares while showing a Spell Scroll to the Sorcerer companion that she had been attempting to study for a while. She suggests that the party should keep the Book for further inspection and must leave the trapped place.
"What does this key do, Sir Angus? Does the key has something to do with the spells?"
Angus Dex save: 23 If he manages to avoid falling, he will also proceed to the fulcrum and assist with jamming the lever up with his backpack.
Oops, guess not. Well, Angus is in the pit, then. And a bit annoyed at the badger.
Weneon won't jam it until everyone is out
Just waiting on Tabaqui. Angus is in the pit (its dark)
We havent heard from some folk in a while. feel free to jump in anytime
(sorry)
New dex save 11
If successful can Tabaqui jam the lever so that Angus can escape?
Wow crap roll now we're both in it.
YES - But, finally somebody in the pit has darkvision. So, Tabaqui sees. A successful DC 15 Dexterity check with Thieves’ Tools (or similar) can disable a trap by interacting with the mechanism from inside the pit under area 5, which you can actually notice despite the ear total absence of light in said pit.
Tabaqui will attempt to disable the trap from underneath with thieves' tools :P
Dex with proficiency: 25
The blades in the room with the caged tome rise another foot from the floor, then suddenly descend back into the ground, clearing a path for Marlyth and anyone on the op part of hallway 5.
I'm just going to assume you all figure out how to seesaw your way out of ther and someone jams a thing in the lever so the seesaw is now also disabled.
The space under the podium is unaffected by the trap. The cage surrounding the podium can be accessed through a locked gate opposite the entrance
That still leaves the darts and stele functioning
Weneon looks at the gate "Tabaqui, want to tackle this together?" She asks, offering to help
Tabaqui nods grimly, "Let's get whatever this is and exit this house of horrors."
Dex + proficiency (thieves' tools) + advantage from Weneon's help: 23
The book on the wooden podium inside the cage is a dyed-white leather tome with iron hinges and a sturdy clasp. It bears no title. Inside, the book begins with 86 vellum pages followed by a compartment cut into dozens more glued and sealed pages. That compartment holds an ivory key etched with sigils about the length of a human hand
The book’s first 86 pages contain sketches and handwritten notes made by Sylvene for herself and others. Every page is about the island she made, as well as the following lore and spells:
• Sylvene’s name and identity as a wizard “traveling across the planes.”
• “My island shall be made from a magic stone I acquired not long ago—a demiplane of my own design.”
• The spells magic circle, Mordenkainen’s faithful hound, and teleportation circle.
• A recipe for potato-leek stew with shallots and garlic.
• a passage about a faithful hound “Coriander sleeps by the fireplace. Such a good boy.”
• Notes explaining “how time will work on my island” (one hour each of dawn, day, dusk, and night).
• A list of the keepers who tend the demiplane: Ahma, Noa, Ohwo, and Seero.
"Ooo potato-leek stew, prefer turnip'n'tater'beetroot myself, but that could be useful" Weneon seems disinterested in the rest... For now
<We never really got a chance to establish this, but Sylvene is the name of the leader of the wizard barrow in the previous adventure whose disappearance left the barrow unable to thrive in her absence. You're in her old house in Waterdeep right now.>
Marlyth will pull out a Torch from her Backpack since she feels that everyone might need the light to read the texts. As a result, she will snap her fingers together to create a fiery spark by casting Druidcraft and kindle the torch. If someone is still left behind or stuck somewhere, she attempts to assist him by providing illumination.
"Was the fifth corridor trapped? I assumed that was the case. Sylvene clearly didn't want any intruders to get access to her journal."
She fails to read the instructions of the spells listed on the vellum pages, and lets other examine it's contents.
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
<I think the point of the barrow was to learn some stuff abou the wizards, which led you to the home of their leader where you found a pretty spellbook with a 🔑 in it, so a burned out hobbit house is maybe not so important in rhe scheme of things...>
<I wonder what's up with that.>
<as a player I do too.>
Ok, Angus will reach into the book and remove the key, and .... trace the sigils with his finger? *shrug* Look around for something else with the same sigils on it?
The handwriting has a practiced, careful style. It often refers to “my island” and mentions a “hidden page” there to keep the author’s thoughts and secrets in order.
Notes vary between addressing a reader and addressing the author. This journal probably wasn’t intended for any audience except the author herself.
The book also fully identifies and explains how to use the planar key, that it cannot regain charges, and that “to return to this world, seek the island’s keepers, for they can send you home.”
Planar key details:
*this key has 1 charge remaining
Planar Key
AitFRp13
Wondrous item, rare
This key is etched with sigils.
A planar key begins existence with 1d4 + 1 charges and cannot regain charges. When the key's last charge is expended, the key's sigils and magic fade away, but the key remains.
While touching the key, you can use your action to expend 1 charge and have the key cast plane shift limited to the key's predefined destination only. Each planar key links to a single destination defined when the key is made.
"Teleportation Circle? So, you can read the spell instructions, Calner. I wonder what these other two spells say. Can you read this spell scroll too?"
Marlyth declares while showing a Spell Scroll to the Sorcerer companion that she had been attempting to study for a while. She suggests that the party should keep the Book for further inspection and must leave the trapped place.
"What does this key do, Sir Angus? Does the key has something to do with the spells?"
Intelligence: Arcana 16
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
"So what's the plan? Are we going back out?"