This post has potentially manipulated dice roll results.
(going back in time a bit) As the tiefling burns the doodled map, Tabaqui shakes his head and laughs. Turning to walk out the door after the others, he says "That was a bit of an overreaction, Princess. If I had really wanted to take it from you, it would have been mine before you even realized it was gone. It was simply my way of asking you to wait for the rest of us."
(Fast forward to the present) Tabaqui the Jackal peers into the unlit room with his darkvision, looking for movement of any kind. If he sees any creature moving, he will silently signal his companions to wait, and enter stealthily to attempt a hidden sneak attack.
If there is no movement, he will light a torch, and then proceed to investigate the room at large for traps and secret doors, followed by a more detailed investigation (no touching) of the stele, glyph and medallion. Does he recognize the glyph? is there any image, or writing on the medallion? Before touching the stele, glyph or medallion, he will use the "help" action to assist any of his magically inclined companions in an Arcana check of the glyph and medallion.
Perception:10
Stealth:29
Attack roll (if needed, two rolls if advantage): 23, 12 Damage :8 + sneak attack: 60 Edit: wrong die, correct sneak attack: 19
Investigation (two rolls if needed): 22, 19
Ugh, removing a typo changed my second sneak attack roll.... original is 10
<No need to make an attack roll every post, though I admit it would speed things up. There's not really anything here to attack and rarely will there be.>
Nothing revealing about the stele or the medallion, it's just marked with the same bright blue glyph as the stele. It has a coppery look to it, but since your using darkvision everything is shades of Grey, so ignore the coppery and blue bits of the description, I guess.
Safeguard is up. This is the entrance so, there's not much in it, really just the stele and the medallion.
Safeguard exclaims in a whisper, "Oh my oh my. Isn't this a marvel?" as he looks upon the tower.
Before entering the tower he takes a look at the tower and pull's out his Mason's tools to inspect the building. He attempts to take quick measurements to see if he can determine the age of this tower, purpose, if there a structure like this could possibly have a secret entrance, if this tower could potentially be magical.
Investigation Check: 30 (applying Tool Expertise along with Proficiency with Investigation)
He then enters the building and immediately his focus is on the stele. "My oh my, isn't this beautiful?"
Due to the darkness he pulls out 3 pitons and applies his Magical Tinkering to them. They now each emit a 5 foot radius of light. "Oh dear oh dear, isn't it dark in here? If anybody would like some light please feel free" as he offers 2 to his party members. (Any not taken he will keep on himself)
Afterwards he pulls out his Smith's Tools, Carpenter's Tools, and Mason's Tools to start investigating this stele and the medallion. Then his helms deploys from his armor as information starts pouring into his mind as it casts Guidance on him. He attempts to do careful measurements with his tools to see if he can determine what this stele and medallion are made of, age, purpose, and whether or not it appears to have been used recently.
Then he turns to Tabaqui and says, "Thank you for the assistance." Safeguard attempts an Arcana Check to see if any clues on the stele and medallion remind him of any other magic he may have seen before.
<just calrifying (I know I go fast) the towers surround the safe area of the moor, but you venture outside of that ring to the barrow, a burial mound heaped over a stone dolmen. your in a cave more or less. It is known or said to be an old wizards' barrow - magic is assumed.>
the stele is stone, the medallion looks coppery. you'd have to pick it up to determine what its made of any better than that. The sigil on stele gives off a pretty strong aura of magic.
Your arcane insight suggests something akin to a glyph of warding, but this is plain to see, not obscure in the least. The medalion shows no signs of magic at all.
<The casting occurs on your 'turn' via selective time passage per DM discretion. (Out of combat its not really turn-based, this marching order is kind of a suggested pbp posting order - not a game mechanic for sequence, but does imply relative positiion in space)
A ritual casting here is not a bad idea, but take heed: last week I had someone in my other campaign sit in an active dungeon, ritual casting identify on every article worn by a defeated enemy and - I think they regret that decision.) >
Safeguard can, in this instance, act on the information they have gleaned in this act, or pass to the next player
also, if anyone want to conclude their turn by moving to the next room, that is also an option.
Vrah leans against a wall bored out of his mind waiting the others go about their work. He understand their diligence but he can not contain his boredom, huffing and rolling his eyes every now and then.
<<To speed up this one, you can post anything you want to do in this room, including advance to the next room, but formally, the action unfolds in marching order (suggested posting order). Following this room, marching order determined by die roll above can be subverted. If someone wants to put themselves at the front, back or middle, just call it out. (PBP is full of quirks like this; I just try to keep things moving).>>
Marlyth had decided to maintain silence rather than blessing the High-Elf Tabaqui with an engaging reply. In fact, she had burnt down the little piece of paper intentionally and she had not been faced with any kind of difficulty while trying to guide the group through the Fire Marsh and High Moor. She had always pretended to be withdrawn, but she could remember the exact details of the draft map, also the name and identities of her companions perfectly.
When she enters into the cave, she immediately observes the Stele, Medallion and a Glyph in colors since the place has been already illuminated by magical light from the Piton. Her initial intuition has been to search for any kind of traps or secret doors which might not be an unusual mechanism for guarding this place. She has attempted to stay alert about the surrounding area in order to spot, hear or detect the presence of something/someone that can be obscured without cautious inspection from adventurers. If she detects nothing, she will proceed to examine the next room.
(apologies... my service has been out for the past few days, everything is fixed now and I should be good going forward)
After arriving on the road a few days East of Secomber and making his way into the settlement, Calner got a room at the local cantina and decided to lay low until he could figure out just what exactly had happened to him. It didn't take long to realize he was somewhere completely different from where he had been last week. He found the locals here were amicable and by helping out around town and gathering some of the local gossip he was beginning to get his bearings. One of the locals lent him some of their old clothes so he wouldn't feel so out of place with the strange fashions he arrived in.
A fellow named Lothar was a good source of info so long as his cups were kept full. And the few coins Calner earned doing odd jobs around town were spent doing just that. Deciding to make a fresh start here, since he had little choice in the matter, he found the rumors of red wizards traipsing around the nearby moors to be of interest. Such stories usually precipitated a gathering of adventurers and all he had to do was wait until they began arriving and try to join up with them.
When the day came that just such a group arrived in the cantina, Calner was out doing an odd job for a neighbor and missed them. Just his luck, now he would have to book it double time to catch up to them. Luckily Gordo, who knew Calner had been interested in joining an adventurering party, left a note that was able to point him in the right direction and off he went to catch up to them. Making a beeline toward where this supposed barrow was, Calner again was lucky to not encounter anything or get himself lost. From a distance away he had just seen the last of them entering and rushed to join.
Not wanting to startle them with his approach from behind, he called out, "Hello! I'm coming in! Don't be alarmed! It's just me, Calner."
Angus Killburney dismounts outside the barrow, and allows Tristan to roam free, with the instruction to warn him if anyone else, suspicious-looking or not, turns up outside (telepathy 1 mile range, as per find steed. He enters the room following his companions. Seeing the glyph, he is immediately attracted to it, but he knows that sometimes such things can be the triggers for magical traps, so he refrains from touching the glyph. Angus will light a torch and proceed to the next room.
The steed finds a sinkhole just East of the barrow. Angus could be aware of it via this telepathic bond.
Proceeding onward, he finds...
A few open crates, rotten sacks of grain, and scattered heaps of straw stand against the wall here. These supplies could’ve lasted weeks, once. An iron crowbar sits rusting atop the only closed crate. The floor angles down here before leveling off in the passage and chambers. This room was once the supply cache and pantry for the site. Most of what was left here has rotted to waste.
<Weneon is up, but Angus can react to the new developments without (IRL) delay>
The paladin spends a few minutes rummaging through the crates whilst waiting for his companions to catch up. He will use the rusty crowbar to open the last crate, after checking for any obvious traps.
Once all of his companions have advanced out of the room, Tabaqui will tie a thin cord to the chain of the medallion, careful not to jostle it much. He will pay out the rope until he is in the next room, and around the corner, then say, "Fire in the Hole!" and gently tug and pull on the rope to bring the medallion across the floor to him.
Tabaqui pulls the medallion from the stele and reela it into the next room. The second room is now illuminated by the glowing pistons, leaving the first dim.
<What does the jackal do with the medalion? (Now that you have it, I'll tell you it's copper plated silver. How someone would identify this by just holding it, I do not know. It's still not magical.>
A little disappointed that nothing exploded when he removed the medallion from the stele, Tabaqui examines the medallion more closely. If it still seems ordinary, he will offer it to the Orc (here ya go big guy, it's shiny!) or the warforged(it's metal, you're metal, let the bonding commence).
The old crate groans and creaks as the nails holding the lid shut give way under the force exerted by Angus's rusty crowbar. Disscarding the lid, he finds within: five golden oil lamps, porcelain wares, and three copper ingots altogether worth 140 gp.
<There's nothing left in this room and little.else to do but move on, so ...>
Moving on to the next room,
Ornately woven red rugs cover much of the uneven floor of this chamber, held down by deep, leather chairs and a split, collapsed table. One wall boasts a gold- painted frame and a smoke-darkened painting of Sword Coast cliffs. The sideboard practically bows from the weight of silver goblets, tea pots, and more.
This chamber was once a common room and dining area for the site. The furnishings that once made it comfortable are still here, caked with dust, damp, and debris.
<If anybody want to do anything here, just say so, otherwise we're going to continue to the next room.>
The air in here is damp and chill. It smells like hay left to rot.
Each of these chambers was a private room for a member of the sect who visited or worked on site regularly. Personal effects have mostly been re- moved, leaving these feeling more like cells than bedrooms. Forgotten bedrolls and empty, unlocked chests are all that remain in most rooms.
< SAFEGUARD, you're up.>
<ooc: I'm just trying to make sure everyone gets an opportunity to act, though not everyone needs to do something in every room. Few rooms have enough in them for every PC do do something worthwhile >
This post has potentially manipulated dice roll results.
"How long ago were the red wizards supposed to have been here?" Looking around the rooms with the others Calner doesn't let silence reign for long. "Does anyone know much about these red wizards? I'm from a small village to the south so anything would be helpful really."
(Sorry all, think I finally got notifications working for this thread.)
Weneon can't resist tinkering with anything the party comes across, she hides inside some of the empty boxes, imagining what treasures they might have once held.
"Why do people lock chests? It just makes you want to open it more, an I right?"
Vrah, the Bugbear :) looks a the trinket that is handed to him shrugs and shoves it into his pocket.
Then he quickly glances into each chamber and seeing that nothing i located inside moves on. When he hears the question about the Red Wizards he quietly starts to explain how the Wizards revere power and seek it out at all costs. How a lot them practice necromancy and have a contingent of them at their beck and call. They are pretty ruthless and devoted to their cause and look down upon anyone that are not part of their sect. They will not hesitate to kill anything that are in their way, warning the group that they are a formidable enemy.
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(going back in time a bit)
As the tiefling burns the doodled map, Tabaqui shakes his head and laughs. Turning to walk out the door after the others, he says "That was a bit of an overreaction, Princess. If I had really wanted to take it from you, it would have been mine before you even realized it was gone. It was simply my way of asking you to wait for the rest of us."
(Fast forward to the present)
Tabaqui the Jackal peers into the unlit room with his darkvision, looking for movement of any kind. If he sees any creature moving, he will silently signal his companions to wait, and enter stealthily to attempt a hidden sneak attack.
If there is no movement, he will light a torch, and then proceed to investigate the room at large for traps and secret doors, followed by a more detailed investigation (no touching) of the stele, glyph and medallion. Does he recognize the glyph? is there any image, or writing on the medallion? Before touching the stele, glyph or medallion, he will use the "help" action to assist any of his magically inclined companions in an Arcana check of the glyph and medallion.
Perception:10
Stealth:29
Attack roll (if needed, two rolls if advantage): 23, 12 Damage :8 + sneak attack: 60 Edit: wrong die, correct sneak attack: 19
Investigation (two rolls if needed): 22, 19
Ugh, removing a typo changed my second sneak attack roll.... original is 10
<No need to make an attack roll every post, though I admit it would speed things up. There's not really anything here to attack and rarely will there be.>
Nothing revealing about the stele or the medallion, it's just marked with the same bright blue glyph as the stele. It has a coppery look to it, but since your using darkvision everything is shades of Grey, so ignore the coppery and blue bits of the description, I guess.
Safeguard is up. This is the entrance so, there's not much in it, really just the stele and the medallion.
Safeguard exclaims in a whisper, "Oh my oh my. Isn't this a marvel?" as he looks upon the tower.
Before entering the tower he takes a look at the tower and pull's out his Mason's tools to inspect the building. He attempts to take quick measurements to see if he can determine the age of this tower, purpose, if there a structure like this could possibly have a secret entrance, if this tower could potentially be magical.
Investigation Check: 30 (applying Tool Expertise along with Proficiency with Investigation)
He then enters the building and immediately his focus is on the stele. "My oh my, isn't this beautiful?"
Due to the darkness he pulls out 3 pitons and applies his Magical Tinkering to them. They now each emit a 5 foot radius of light. "Oh dear oh dear, isn't it dark in here? If anybody would like some light please feel free" as he offers 2 to his party members. (Any not taken he will keep on himself)
Afterwards he pulls out his Smith's Tools, Carpenter's Tools, and Mason's Tools to start investigating this stele and the medallion. Then his helms deploys from his armor as information starts pouring into his mind as it casts Guidance on him. He attempts to do careful measurements with his tools to see if he can determine what this stele and medallion are made of, age, purpose, and whether or not it appears to have been used recently.
Investigation Check (stele): 31
Investigation Check (medallion): 25
Then he turns to Tabaqui and says, "Thank you for the assistance." Safeguard attempts an Arcana Check to see if any clues on the stele and medallion remind him of any other magic he may have seen before.
Arcana Check (stele): 26
Arcana Check (medallion): 22
"Just give me a moment. I'd like to cast a ritual on these items." Safeguard informs the party before packing away his tools.
Then at the end he casts Detect Magic as a ritual to determine any magic nearby (but may take awhile or complete during somebody else's turn)
<just calrifying (I know I go fast) the towers surround the safe area of the moor, but you venture outside of that ring to the barrow, a burial mound heaped over a stone dolmen. your in a cave more or less. It is known or said to be an old wizards' barrow - magic is assumed.>
the stele is stone, the medallion looks coppery. you'd have to pick it up to determine what its made of any better than that. The sigil on stele gives off a pretty strong aura of magic.
Your arcane insight suggests something akin to a glyph of warding, but this is plain to see, not obscure in the least. The medalion shows no signs of magic at all.
<The casting occurs on your 'turn' via selective time passage per DM discretion. (Out of combat its not really turn-based, this marching order is kind of a suggested pbp posting order - not a game mechanic for sequence, but does imply relative positiion in space)
A ritual casting here is not a bad idea, but take heed: last week I had someone in my other campaign sit in an active dungeon, ritual casting identify on every article worn by a defeated enemy and - I think they regret that decision.) >
Safeguard can, in this instance, act on the information they have gleaned in this act, or pass to the next player
also, if anyone want to conclude their turn by moving to the next room, that is also an option.
Vrah leans against a wall bored out of his mind waiting the others go about their work. He understand their diligence but he can not contain his boredom, huffing and rolling his eyes every now and then.
<ooc: They won't all be like this; promise.>
4. Angus
5. Marlyth
6. Weneon
7. Calner
You're up.
<<To speed up this one, you can post anything you want to do in this room, including advance to the next room, but formally, the action unfolds in marching order (suggested posting order). Following this room, marching order determined by die roll above can be subverted. If someone wants to put themselves at the front, back or middle, just call it out. (PBP is full of quirks like this; I just try to keep things moving).>>
Marlyth had decided to maintain silence rather than blessing the High-Elf Tabaqui with an engaging reply. In fact, she had burnt down the little piece of paper intentionally and she had not been faced with any kind of difficulty while trying to guide the group through the Fire Marsh and High Moor. She had always pretended to be withdrawn, but she could remember the exact details of the draft map, also the name and identities of her companions perfectly.
When she enters into the cave, she immediately observes the Stele, Medallion and a Glyph in colors since the place has been already illuminated by magical light from the Piton. Her initial intuition has been to search for any kind of traps or secret doors which might not be an unusual mechanism for guarding this place. She has attempted to stay alert about the surrounding area in order to spot, hear or detect the presence of something/someone that can be obscured without cautious inspection from adventurers. If she detects nothing, she will proceed to examine the next room.
Wisdom: Perception 12
(I'll post the actions/ exploration description a bit earlier than usual, but it takes place after Angus's turn. Hope you don't mind. @Wile_E_Coyote)
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
(apologies... my service has been out for the past few days, everything is fixed now and I should be good going forward)
After arriving on the road a few days East of Secomber and making his way into the settlement, Calner got a room at the local cantina and decided to lay low until he could figure out just what exactly had happened to him. It didn't take long to realize he was somewhere completely different from where he had been last week. He found the locals here were amicable and by helping out around town and gathering some of the local gossip he was beginning to get his bearings. One of the locals lent him some of their old clothes so he wouldn't feel so out of place with the strange fashions he arrived in.
A fellow named Lothar was a good source of info so long as his cups were kept full. And the few coins Calner earned doing odd jobs around town were spent doing just that. Deciding to make a fresh start here, since he had little choice in the matter, he found the rumors of red wizards traipsing around the nearby moors to be of interest. Such stories usually precipitated a gathering of adventurers and all he had to do was wait until they began arriving and try to join up with them.
When the day came that just such a group arrived in the cantina, Calner was out doing an odd job for a neighbor and missed them. Just his luck, now he would have to book it double time to catch up to them. Luckily Gordo, who knew Calner had been interested in joining an adventurering party, left a note that was able to point him in the right direction and off he went to catch up to them. Making a beeline toward where this supposed barrow was, Calner again was lucky to not encounter anything or get himself lost. From a distance away he had just seen the last of them entering and rushed to join.
Not wanting to startle them with his approach from behind, he called out, "Hello! I'm coming in! Don't be alarmed! It's just me, Calner."
<just waiting on room 1 posts from
4. Angus &
6. Weneon >
(Anybody planning to touch the thing in the room?)
Angus Killburney dismounts outside the barrow, and allows Tristan to roam free, with the instruction to warn him if anyone else, suspicious-looking or not, turns up outside (telepathy 1 mile range, as per find steed. He enters the room following his companions.
Seeing the glyph, he is immediately attracted to it, but he knows that sometimes such things can be the triggers for magical traps, so he refrains from touching the glyph. Angus will light a torch and proceed to the next room.
The steed finds a sinkhole just East of the barrow. Angus could be aware of it via this telepathic bond.
Proceeding onward, he finds...
A few open crates, rotten sacks of grain, and scattered heaps of straw stand against the wall here. These supplies could’ve lasted weeks, once. An iron crowbar sits rusting atop the only closed crate. The floor angles down here before leveling off in the passage and chambers. This room was once the supply cache and pantry for the site. Most of what was left here has rotted to waste.
<Weneon is up, but Angus can react to the new developments without (IRL) delay>
The paladin spends a few minutes rummaging through the crates whilst waiting for his companions to catch up. He will use the rusty crowbar to open the last crate, after checking for any obvious traps.
Investigation: 16
Strength (Crowbar): 24
Once all of his companions have advanced out of the room, Tabaqui will tie a thin cord to the chain of the medallion, careful not to jostle it much. He will pay out the rope until he is in the next room, and around the corner, then say, "Fire in the Hole!" and gently tug and pull on the rope to bring the medallion across the floor to him.
Tabaqui pulls the medallion from the stele and reela it into the next room. The second room is now illuminated by the glowing pistons, leaving the first dim.
<What does the jackal do with the medalion? (Now that you have it, I'll tell you it's copper plated silver. How someone would identify this by just holding it, I do not know. It's still not magical.>
A little disappointed that nothing exploded when he removed the medallion from the stele, Tabaqui examines the medallion more closely. If it still seems ordinary, he will offer it to the Orc (here ya go big guy, it's shiny!) or the warforged (it's metal, you're metal, let the bonding commence).
The old crate groans and creaks as the nails holding the lid shut give way under the force exerted by Angus's rusty crowbar. Disscarding the lid, he finds within: five golden oil lamps, porcelain wares, and three copper ingots altogether worth 140 gp.
<There's nothing left in this room and little.else to do but move on, so ...>
Moving on to the next room,
Ornately woven red rugs cover much of the uneven floor of this chamber, held down by deep, leather chairs and a split, collapsed table. One wall boasts a gold- painted frame and a smoke-darkened painting of Sword Coast cliffs. The sideboard practically bows from the weight of silver goblets, tea pots, and more.
This chamber was once a common room and dining
area for the site. The furnishings that once made it
comfortable are still here, caked with dust, damp,
and debris.
<If anybody want to do anything here, just say so, otherwise we're going to continue to the next room.>
1. Tabaqui (x)
2. Safeguard
3. Vrah
4. Angus (x)
5. Marlyth
6. Weneon
7. Calner
Room 4.
The air in here is damp and chill. It smells like hay left to rot.
Each of these chambers was a private room for a member of the sect who visited or worked on site regularly. Personal effects have mostly been re- moved, leaving these feeling more like cells than bedrooms. Forgotten bedrolls and empty, unlocked chests are all that remain in most rooms.
< SAFEGUARD, you're up.>
<ooc: I'm just trying to make sure everyone gets an opportunity to act, though not everyone needs to do something in every room. Few rooms have enough in them for every PC do do something worthwhile >
"How long ago were the red wizards supposed to have been here?" Looking around the rooms with the others Calner doesn't let silence reign for long. "Does anyone know much about these red wizards? I'm from a small village to the south so anything would be helpful really."
Deception: 11
(Sorry all, think I finally got notifications working for this thread.)
Weneon can't resist tinkering with anything the party comes across, she hides inside some of the empty boxes, imagining what treasures they might have once held.
"Why do people lock chests? It just makes you want to open it more, an I right?"
Vrah, the Bugbear :) looks a the trinket that is handed to him shrugs and shoves it into his pocket.
Then he quickly glances into each chamber and seeing that nothing i located inside moves on. When he hears the question about the Red Wizards he quietly starts to explain how the Wizards revere power and seek it out at all costs. How a lot them practice necromancy and have a contingent of them at their beck and call. They are pretty ruthless and devoted to their cause and look down upon anyone that are not part of their sect. They will not hesitate to kill anything that are in their way, warning the group that they are a formidable enemy.