"Let us find a none-Weald house." Xilbella says with a nod at the others. "I'd rather not go to the place with the books, as we might not be able to stay there for the night, depending on what else is around. There is no way to know that it will be a defensible place until we get there, and it would be too late at that point to find another option. Best to find a place now, clear out what inhabits it, if that is an option, or find a different place, if it seems too difficult to clear out the first option." She will take the lead and start looking for a place that could be used as a defensible place to hole up for the day...
Survival to find a place: rolled a modified 12 in the game log. Insight to determine if it seems like a good option: Rolled a nat 20, modified to 25, in the game log.
(You've passed the first Weald at this point, it was the thing that forced you to take a detour and subsequently get lost. There are no visible Wealds in this area.)
(Ah, gotcha. I read the post wrong. Will edit my post to match.)
Luna nods in agreement with Xilbella's plan. As she begins to seek out a viable house to stay for the day, Luna will assist as her. (Giving her advantage on both rolls if possible).
It doesn't take Xilbella long to find a place. After all, in a city, houses aren't exactly the hardest thing to find. The party seems to also be in a former residential neighborhood, so the buildings that remain will likely make good places to hole up in for the day. Xilbella picks out a house at random from those that appear relatively unafflicted by the Weeds. The door is closed, and likely locked, but that's not likely to make much of an obstacle. There are no windows low down, which makes it a little hard to get in, but that also means that any Weed-walkers will likely also have a hard time.
Rollback Post to RevisionRollBack
"Ignorance is bliss, and you look absolutely miserable."
"Let us see if the locks still work..." Xilbella says with a nod at the front door. She pulls out a small black packet from her belt pouch and selects several metal tools from within it. Leaning over the door she begins to work the lock, her ears intent as she listens for the click of the lock releasing.
Rolled Thieve's tools in the game log. Result was a 19.
The door's lock is rusted shut, as Xilbella's attempts to pick it soon show. However, it's also rusted to the point that the mechanism practically disintegrates into dust at the slightest touch. The door squeaks open on terribly rusted, though slightly more sturdy hinges, revealing the interior. It's quickly apparent that the interior of this place has been unaffected by the Weeds. That's because the skeleton on the ground is still a skeleton, hasn't been devoured by the Weeds, repurposed into a foul amalgamation of plant and bone. The thing is a crumpled mess, everything that once held it together having long since dissolved into dust. The threadbare rope that hangs from the ceiling gives an inkling as to its fate, however. The rope has rotted away in many places, but there are still the faint remnants of a knot a few feet up from its bottom. The rest of the room seems to be a fairly ordinary living room, fallen into heavy disrepair. A rotted table sits in the center of the room, a few broken shards of plates lying on the ground around and on top of it. A broken staircase lies on the far side of the room, leading up to a second floor, and three doors lead into different rooms on this floor.
Rollback Post to RevisionRollBack
"Ignorance is bliss, and you look absolutely miserable."
Xilbella takes a step inside, skirting the skeleten's remains. She nods as she glances around. "Seems like a viable place to set up for the night." She speaks almost to herself. "Not likely any weeds are in here, or that skeleton wouldn't be here after all." She waves the others inside. "Let's make sure nothing else has made this place its home, then we can set up watch shifts." Xilbella would then help search the house from top to bottom.
Dranon enters immediately on the heels of Xilbella. Of the three doors before them, Dranon heads to the one on the far left, as the others to enter. Once everyone is inside, he looks knowingly over to Xilbella, “I’ll take this door once we’re ready.”
Luna enters the abode quietly, wary of any hidden threats. He assists the others in searching the premises, and stands by the stairway, "I can begin searching the upstairs as well when we're ready."
Luna is attempting stealth as he searches the house -> Stealth Check: 8 Passive Perception: 13 // Perception Check: 13 Passive Investigation: 9 // Investigation Check: 15
This post has potentially manipulated dice roll results.
Soren has been unbelievably quiet since leaving the Oriss' office. Uncharacteristically so. As the others discussed capabilities and how the group would travel through Big City, he stood by, seemingly deep in his own thoughts. Though his eyes appeared alert, his mind wandered. If the others looked to him, or asked a direct question, he would respond. But his heart was heavy. Is this my final Gutrun?How much longer do I have before the disease takes me? Of course, no one knows. Not his wife, Carem, or their children. Months, perhaps longer? If his tests can be trusted, and medical training is something he has only dabbled in to date, so he couldn't be too certain without telling someone.
Somehow, the revelation of staying outside the confines of the cordoned off area the Talechasers' Guild called home, snapped him back, allowing him to focus once more. One more time.
Soren looks to Xilbella and whispers. "Old friend, make use of this, won't you?" He hands her his specially modified musket. "It is magical, and does not needs ammunition."
((Musket has +1 attack & damage, and the magical reloading property which negates the need for ammo and the reloading penalty))
Rifling through the pantries in what used to be a kitchen, in the door opposite the entry room, unfortunately yields nothing. All that remains of the food that may have once been stored is a black lump or two. The pots and pans are potentially salvageable, though the effort it would take to bring them back to their former state, as well as their weight, makes it a rather pointless endeavor. Still, they might be good for scrap metal, if you can bear the weight. The various appliances are, naturally, all defunct, and a small family of rats have made their home in what was once an iron stove. There was a small wine cabinet, but regrettably it seems to have broken, the wine gone bad.
The far left door leads into a sort of lounge. Initially, it seems as empty as the others, but Dranon quickly notices an ashtray, with a stubbed out cigar in it. With this in mind, he does another sweep of the room, and discovers an old firestarter, stuck in between what might have once been called cushions on what might have once been called an armchair. These old things are common, capable of generating a magical flame at the flick of a switch, but still fairly valuable. (An occurrence! You now have 1x Antique Firestarter.)
The rest of the rooms on the lower floor are barren of valuables. Xilbella briefly considers searching the bathroom, but the dried, blackish-gray substance that seeps from under the closed door discourages her. Everyone has heard of the horrors that arose in the sewers and plumbing of the Big City after the Fall.
The upper floors are just as rotted as below, but Luna discovers a rather dismal sight in one of the bedrooms. It seems that the former owner of the skeleton downstairs did not live alone. The rope was just their last resort after there were no more bullets. Luna has seen this sight dozens of times before, repeated throughout the Big City. Faced with their inevitable ends, people choose an easier way out for themselves and their families. It never gets any easier. It does, however, have the benefit of leaving Luna with an old revolver, tainted as it is with the blood of innocents, and battered by time. (An occurrence! You now have 1x Rusty Revolver. Mechanically, it's a revolver, but with the misfire property and reload (4) instead of 6.)
Soren is searching the other parts of the upper floor, and comes across an exciting discovery: a safe, set into the back of a wardrobe. He obviously doesn't know the combination, however, and if the people of the Big City knew one thing, it was how to make a safe. Getting in will be difficult.
Rollback Post to RevisionRollBack
"Ignorance is bliss, and you look absolutely miserable."
Soren, careful not to be too loud, softly calls to the nearest companion to spread the word. "A Safe has been found." He examines it carefully, first for traps, but also for signs the owners may have been forgetful, and written (or scratched) the combo onto or near it.
(( If someone else is skilled with thieves tools: Soren will take time listening to the tumblers as he spins the dials. Marking down where he thinks the greatest resistance points are, in what direction for each turn, and in what order. Since this is the night's shelter, and the work is quiet, he should have plenty of time. He will then ask the other skilled 'locksmith' to do the same. Then they will compare notes and try to zero in the correct combination that way. )) (( Would this be a Wisdom-based Thieves' Tools check then? ))
Having heard of the safe Xilbella moves into the chamber with the other two. She takes her own turn to listen to the tumblers as she works the combination dial and frowns in concentration. She then compares notes with the other two to see how they did and what points of interest they found during their own investigation of the safe.
(OOC: DM, How do you want us to roll this? Xilbella has a +7 to investigation and Thieve's Tools, as well as a +8 to Perception. My vote is whomever has the best mods rolls with advantage for this. If Xilbella rolls with advantage though she gets to roll 3d20 instead of 2, as she has Elven Accuracy. Though I don't know if that would apply here or not.)
Rollback Post to RevisionRollBack
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"Let us find a none-Weald house." Xilbella says with a nod at the others. "I'd rather not go to the place with the books, as we might not be able to stay there for the night, depending on what else is around. There is no way to know that it will be a defensible place until we get there, and it would be too late at that point to find another option. Best to find a place now, clear out what inhabits it, if that is an option, or find a different place, if it seems too difficult to clear out the first option." She will take the lead and start looking for a place that could be used as a defensible place to hole up for the day...
Survival to find a place: rolled a modified 12 in the game log.
Insight to determine if it seems like a good option: Rolled a nat 20, modified to 25, in the game log.
(Ah, gotcha. I read the post wrong. Will edit my post to match.)
Ro Aleron (Ro the Red) -> Illithid, Wizard 8 (Chronugist) // AURYN
Luna nods in agreement with Xilbella's plan. As she begins to seek out a viable house to stay for the day, Luna will assist as her. (Giving her advantage on both rolls if possible).
Ro Aleron (Ro the Red) -> Illithid, Wizard 8 (Chronugist) // AURYN
It doesn't take Xilbella long to find a place. After all, in a city, houses aren't exactly the hardest thing to find. The party seems to also be in a former residential neighborhood, so the buildings that remain will likely make good places to hole up in for the day. Xilbella picks out a house at random from those that appear relatively unafflicted by the Weeds. The door is closed, and likely locked, but that's not likely to make much of an obstacle. There are no windows low down, which makes it a little hard to get in, but that also means that any Weed-walkers will likely also have a hard time.
"Ignorance is bliss, and you look absolutely miserable."
"Let us see if the locks still work..." Xilbella says with a nod at the front door. She pulls out a small black packet from her belt pouch and selects several metal tools from within it. Leaning over the door she begins to work the lock, her ears intent as she listens for the click of the lock releasing.
Rolled Thieve's tools in the game log. Result was a 19.
The door's lock is rusted shut, as Xilbella's attempts to pick it soon show. However, it's also rusted to the point that the mechanism practically disintegrates into dust at the slightest touch. The door squeaks open on terribly rusted, though slightly more sturdy hinges, revealing the interior. It's quickly apparent that the interior of this place has been unaffected by the Weeds. That's because the skeleton on the ground is still a skeleton, hasn't been devoured by the Weeds, repurposed into a foul amalgamation of plant and bone. The thing is a crumpled mess, everything that once held it together having long since dissolved into dust. The threadbare rope that hangs from the ceiling gives an inkling as to its fate, however. The rope has rotted away in many places, but there are still the faint remnants of a knot a few feet up from its bottom. The rest of the room seems to be a fairly ordinary living room, fallen into heavy disrepair. A rotted table sits in the center of the room, a few broken shards of plates lying on the ground around and on top of it. A broken staircase lies on the far side of the room, leading up to a second floor, and three doors lead into different rooms on this floor.
"Ignorance is bliss, and you look absolutely miserable."
Xilbella takes a step inside, skirting the skeleten's remains. She nods as she glances around. "Seems like a viable place to set up for the night." She speaks almost to herself. "Not likely any weeds are in here, or that skeleton wouldn't be here after all." She waves the others inside. "Let's make sure nothing else has made this place its home, then we can set up watch shifts." Xilbella would then help search the house from top to bottom.
Anyone who wishes to search may make a Perception check and an Investigation check.
"Ignorance is bliss, and you look absolutely miserable."
Xilbella's investigation is 9, her perception is a modified 20. Both rolled in the game log.
Dranon enters immediately on the heels of Xilbella. Of the three doors before them, Dranon heads to the one on the far left, as the others to enter. Once everyone is inside, he looks knowingly over to Xilbella, “I’ll take this door once we’re ready.”
Perception 11
Investigation 20
Luna enters the abode quietly, wary of any hidden threats. He assists the others in searching the premises, and stands by the stairway, "I can begin searching the upstairs as well when we're ready."
Luna is attempting stealth as he searches the house -> Stealth Check: 8
Passive Perception: 13 // Perception Check: 13
Passive Investigation: 9 // Investigation Check: 15
Ro Aleron (Ro the Red) -> Illithid, Wizard 8 (Chronugist) // AURYN
Meriele chooses the middle door on the ground floor to search, trying to be quiet in her heavy armor.
Perception: 17
Investigation: 16
Stealth: 2
Soren has been unbelievably quiet since leaving the Oriss' office. Uncharacteristically so. As the others discussed capabilities and how the group would travel through Big City, he stood by, seemingly deep in his own thoughts. Though his eyes appeared alert, his mind wandered. If the others looked to him, or asked a direct question, he would respond. But his heart was heavy. Is this my final Gutrun? How much longer do I have before the disease takes me? Of course, no one knows. Not his wife, Carem, or their children. Months, perhaps longer? If his tests can be trusted, and medical training is something he has only dabbled in to date, so he couldn't be too certain without telling someone.
Somehow, the revelation of staying outside the confines of the cordoned off area the Talechasers' Guild called home, snapped him back, allowing him to focus once more. One more time.
Perception = 8
Passive Perception = 19
Investigation = 20
Passive Investigation = 21
Stealth = 23
Soren looks to Xilbella and whispers. "Old friend, make use of this, won't you?" He hands her his specially modified musket. "It is magical, and does not needs ammunition."
((Musket has +1 attack & damage, and the magical reloading property which negates the need for ammo and the reloading penalty))
Rifling through the pantries in what used to be a kitchen, in the door opposite the entry room, unfortunately yields nothing. All that remains of the food that may have once been stored is a black lump or two. The pots and pans are potentially salvageable, though the effort it would take to bring them back to their former state, as well as their weight, makes it a rather pointless endeavor. Still, they might be good for scrap metal, if you can bear the weight. The various appliances are, naturally, all defunct, and a small family of rats have made their home in what was once an iron stove. There was a small wine cabinet, but regrettably it seems to have broken, the wine gone bad.
The far left door leads into a sort of lounge. Initially, it seems as empty as the others, but Dranon quickly notices an ashtray, with a stubbed out cigar in it. With this in mind, he does another sweep of the room, and discovers an old firestarter, stuck in between what might have once been called cushions on what might have once been called an armchair. These old things are common, capable of generating a magical flame at the flick of a switch, but still fairly valuable. (An occurrence! You now have 1x Antique Firestarter.)
The rest of the rooms on the lower floor are barren of valuables. Xilbella briefly considers searching the bathroom, but the dried, blackish-gray substance that seeps from under the closed door discourages her. Everyone has heard of the horrors that arose in the sewers and plumbing of the Big City after the Fall.
The upper floors are just as rotted as below, but Luna discovers a rather dismal sight in one of the bedrooms. It seems that the former owner of the skeleton downstairs did not live alone. The rope was just their last resort after there were no more bullets. Luna has seen this sight dozens of times before, repeated throughout the Big City. Faced with their inevitable ends, people choose an easier way out for themselves and their families. It never gets any easier. It does, however, have the benefit of leaving Luna with an old revolver, tainted as it is with the blood of innocents, and battered by time. (An occurrence! You now have 1x Rusty Revolver. Mechanically, it's a revolver, but with the misfire property and reload (4) instead of 6.)
Soren is searching the other parts of the upper floor, and comes across an exciting discovery: a safe, set into the back of a wardrobe. He obviously doesn't know the combination, however, and if the people of the Big City knew one thing, it was how to make a safe. Getting in will be difficult.
"Ignorance is bliss, and you look absolutely miserable."
Soren, careful not to be too loud, softly calls to the nearest companion to spread the word. "A Safe has been found." He examines it carefully, first for traps, but also for signs the owners may have been forgetful, and written (or scratched) the combo onto or near it.
Trap Check = Investigation Roll = 23
Passive Investigation = 21
Search for password Check = Perception Roll = 24
Passive Perception = 19
(( If no obvious traps and no luck with a combo, can I work with another to attempt to unlock it to gain advantage? ))
Soren thankfully finds no traps set on the coffin, but also finds no combination.
(You can use the help action, as long as you narrate how Soren is actually helping to unlock the combination lock.)
"Ignorance is bliss, and you look absolutely miserable."
(( If someone else is skilled with thieves tools: Soren will take time listening to the tumblers as he spins the dials. Marking down where he thinks the greatest resistance points are, in what direction for each turn, and in what order. Since this is the night's shelter, and the work is quiet, he should have plenty of time. He will then ask the other skilled 'locksmith' to do the same. Then they will compare notes and try to zero in the correct combination that way. )) (( Would this be a Wisdom-based Thieves' Tools check then? ))
Dranon, hearing Soren could use some assistance, heads upstairs to find his fellow Artificer. “What can I do to help?”
(ooc: I’m not sure what I need to do/roll to assist Soren? Or, if there are other party members better equipped to do so?)
Having heard of the safe Xilbella moves into the chamber with the other two. She takes her own turn to listen to the tumblers as she works the combination dial and frowns in concentration. She then compares notes with the other two to see how they did and what points of interest they found during their own investigation of the safe.
(OOC: DM, How do you want us to roll this? Xilbella has a +7 to investigation and Thieve's Tools, as well as a +8 to Perception. My vote is whomever has the best mods rolls with advantage for this. If Xilbella rolls with advantage though she gets to roll 3d20 instead of 2, as she has Elven Accuracy. Though I don't know if that would apply here or not.)