There are doors to the north and south. Otherwise it's a kitchen: stove, cauldron, pantry cookbooks. And the dwarf in the floor, "Lass, you seem like a good soul. Do you think you could let me out of this damp pit, please?" He pleads.
<Im quoting here because i think its strange. I'd have said sleight of hand skill check, but maybe I'm wrong. "As an action, a character can use thieves’ tools to try to pick the lock, doing so with a successful DC 18 Dexterity check." Which I think ignores proficiency bonus for sleight of hand skill, unless granted by some class-specific ability etc.
I'm pretty sure you'd succeed, in either case. Als9 theres nothing very interesrimg happening for a failure so.. ignore it>
The dwarf with some help from Chucklehead, climbs from the 5-foot-deep, 5-foot-wide cell built into the kitchen floor. The walls of the cell are made of 1-foot-thick clay bricks held together with mortar. Gr filled with muddy water to a depth of 3 feet.
Elkhorn and his four human companions entered Prismeer to confront their archenemy, the League of Malevolence. Elkhorn’s companions included Strongheart the paladin, Mercion the cleric, Molliver the rogue, and Ringlerun the wizard. Their group is known as Valor’s Call.
The League of Malevolence is a coalition of villains: Kelek the sorcerer, Warduke the helmed swordsman, Skylla the warlock, a priest of Orcus named Zargash, and Zarak the assassin (you killed him back at the lake). Valor’s Call caught up with the League of Malevolence in the Palace of Heart’s Desire, home of the archfey Zybilna. The two groups fought a mighty battle, during which Elkhorn believes he was knocked out. He woke up here, in Loomlurch. Granny Nightshade has since lost interest in Elkhorn and is not concerned if he starves to death.
"And that alone thanks to the kind heart of this girl" Says Elkhart l9oking to Mishka. These children have toiled under that hag's abuses longer than I can stand. We have to free them." At this Chucklehead notes that he can let the others go, so long as Granny is really gone. But the ones that already fled aee in danger of attacks by the recently sprouted surviving redcaps Granny grew in her garden.
The old dwarf is determined to free the children of Loomlurch from captivity and ensure their safekeeping until they can be returned to their families. His duty in this regard overpowers even his longing to find out what happened to his adventuring companions.
Though he still wears his armor, only free of rust by the high quality of dwarven craftsmanship employed in its creation, he enquires as to the whereabouts of his sword and shield.
"Well, Granny almost always stays about the kitchen unless she's in her study or tending the garden," Mishka informs him, "So, if she grabbed them from you, she might have set them aside in one of those places."
I just want to point out that the carry took all the hags keys so I see little.point in calling fkr a check to open a lock you collectively have a key for.
"It is good that you want to free the children and see them to safety. This is a noble endeavor."
Trisk nods approvingly at Elkhart.
Trisk will help search for Elkhart's sword and shield.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Snooping through the kitchen, you note the cauldron is nearly full of hot melted candy, which bubbles gently. The shelves are cluttered woth books and baubles. Granny Nightshade has several cookbooks in her kitchen that contain candy recipes. One of these books has a 1-foot-long piece of gnarled root as a bookmark;
You also locate:
Six brass egg cups embossed with the faces of crying children (5 gp each)
An ornate eight-minute hourglass (75 gp)
A moldy wooden coffer labeled “Mushrooms” (in Elvish) that contains two butterfly saddles and a hummingbrella.
Eventually you do indeed turn up Elkhorn’s missing longsword and shield inside a small cupboard.
Piccolo examines the gnarled root. She wonders if it could be the root of the shambling mound she befriended earlier.
She also looks for any hidden compartments or secret areas that have not been discovered yet.
Could be.
You've thoroughly searched the kitchen, but Mishka could happily tell you about the hags study to tje north. It's loxked, but you (party) have the key, so...
A staircase runs along the wall of this circular room and climbs to an upper level. Tucked behind curtains of moss and ivy are numerous bookshelves bearing ancient tomes, and built into one of the bookcases is a tall oval mirror in a wooden frame. Flickering candlelight emanates from the eye sockets of a human skull resting on an open rolltop desk.
The desk contains quills, ink, a human skull fashioned into a lantern, a treasure and a rolled-up wanted poster bearing a sketch of Will of the Feywild, along with the following text in Common:
《Wanted: Will of the Feywild!
Find this flibbertigibbet and deliver him to me alive and unharmed, and I shall make you as strong as an octopus!
Granny Nightshade》
The desk.also contains:
A varnished human eyeball inside the lower half of a small hourglass that hangs like a pendant from a necklace made of woven hair.
A black-feathered quill with a bone tip that magically produces its own ink (150 gp). The ink is the crimson color of fresh blood until it dries, whereupon its color changes to sepia.
A Tiny clockwork toad
The shelves contain books of Feywild lore, all written in Elvish, each of which has a withered frog’s body stitched into its spine. Kissing the frog or stroking it with a moistened finger causes the frog to croak the book’s title in Elvish. Notable tomes include the following:
All Things Sticky, Slippery, and Sweet, written for children, illustrates and describes substances that would fascinate them, such as boggle oil, troll spittle, and various flavors of tree sap.
Fantasma Demento’s Codicil of Conundrums is a lavishly illustrated book of fey puzzles and riddles. Answers to the puzzles and riddles are written in invisible ink.
gobliN eht fo hguaL tsaL is a thin, illustrated book describing nilbogs, who are capricious fey spirits that possess goblins, foment chaos in goblinoid society, and use their magic to drive others to do the opposite of what they desire. All the book’s writing is backward.
Pity He’s an Elf is a collection of illustrated short stories about an elf adventurer named Aethyn Ourglas, who travels the Feywild and befriends dangerous creatures in surprising ways.
The Queen’s Gowns depicts and describes famous gowns worn by the Summer Queen, with asides written by the gowns’ equally famous designers.
Tales from the Gloaming Court is a set of eleven hefty, green-covered, illustrated books filled with stories and illustrations of Feywild intrigue that shed light on the Seelie and Unseelie courts. (Volumes 3 and 8 are missing
Three Rules to Rule By is a thin, dog-eared book that describes the rules of hospitality, ownership, and reciprocity in detail
Twilight Tides is a fat, wrinkled book about navigating the oceans of the Feywild.
A detect magic spell reveals an aura of abjuration magic around each book.
Shelved among the books are hundreds of scrolls that bear no magical wards; they describe encounters with individuals who struck bargains with Skabatha, and the horrible curses she put on each of them for failing to uphold their end.
An oval mirror is built into one of the bookcases. A detect magic spell reveals an aura of conjuration magic around the mirror,
Piccolo is drawn to the childs book and quickly reads through it. She points to the book of three rules, encouraging Trisk to take a look at it. Piccolo tears off a piece of fabric from her dress and places it in the book where the root is. She will take the root from the book in exchange. (How far away is the shambling mound?)
(OOC: Are we able to take things from rooms without violating the rules, especially the rules of ownership).
"These may be handy to know. We should all keep them in mind as we explore this realm."
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Piccolo is drawn to the childs book and quickly reads through it. She points to the book of three rules, encouraging Trisk to take a look at it. Piccolo tears off a piece of fabric from her dress and places it in the book where the root is. She will take the root from the book in exchange. (How far away is the shambling mound?)
(OOC: Are we able to take things from rooms without violating the rules, especially the rules of ownership).
At this point Picollo has been observant of the rules she knows and some NPCs have shown hospitality and reciprocity, but others have not. From the book you know that this is an established code and that the rukes were enforced in the realm of Prismeer by Zybilna, yet the scofflaws who flout those rules have not really been seen to incur any reprucusions. It may be the case that this is because Zybilna, as you know, us frozen in time. If she is unfrozen, what might become of those who violated the rukes in her absence is unknown own, but for the time being, there seems to be no consequence, so <forgive the railroad, I think it's justified and only for demonstrarive purposes.>
When you try to to take a book from the study to the kitchen to show it to a waiting ally, the book immediately crumbles to ash.
You can take anything that's not a book, and you're free to copy books, if you please. The mirror is part of the desk.
I did also mention a number of cookbooks in the kitchen
If only for a short time, Piccolo will run to the shambling mound and see if the root in the book is the shambling mounds.
She plays her music and communicates with it through imagery, an image of her finding the root, then of asking the mound if this is it.
On her return, she will examine the curious items and take most of them, replacing them with leaves, rocks, and other items that she gathers in the garden.
She will also examine the cookbooks, in particular for recipes that can help one frozen in time, or would have produced the freeze effects. She is interested in the large cauldron in the castle.
When the root is brought back and given to it, the shambling mound goes on a rampage through the garden, destroying and devouring everything it can while leaving the characters and their allies unmolested, then shambles into the forest, never to return
In the kitchen you find a cookbook that contains formulas for common and uncommon potions.
Drain will have the set of keys on him. Assuming he joins the others and the kids are still chained he will see if he can unlock them. He is going to ask the children about the Unicorn. "So little ones, we are wondering if you know the location of a unicorn, perhaps one that is imprisoned? Or the location of a unicorn horn."
Drain will have the set of keys on him. Assuming he joins the others and the kids are still chained he will see if he can unlock them. He is going to ask the children about the Unicorn. "So little ones, we are wondering if you know the location of a unicorn, perhaps one that is imprisoned? Or the location of a unicorn horn."
Drain will have the set of keys on him. Assuming he joins the others and the kids are still chained he will see if he can unlock them. He is going to ask the children about the Unicorn. "So little ones, we are wondering if you know the location of a unicorn, perhaps one that is imprisoned? Or the location of a unicorn horn."
Drain will have the set of keys on him. Assuming he joins the others and the kids are still chained he will see if he can unlock them. He is going to ask the children about the Unicorn. "So little ones, we are wondering if you know the location of a unicorn, perhaps one that is imprisoned? Or the location of a unicorn horn."
There are doors to the north and south. Otherwise it's a kitchen: stove, cauldron, pantry cookbooks. And the dwarf in the floor, "Lass, you seem like a good soul. Do you think you could let me out of this damp pit, please?" He pleads.
Piccolo smiles, looks over the dwarfs pit and will unlock/ release any mechanism.
Put your spoiler here.
<Im quoting here because i think its strange. I'd have said sleight of hand skill check, but maybe I'm wrong. "As an action, a character can use thieves’ tools to try to pick the lock, doing so with a successful DC 18 Dexterity check." Which I think ignores proficiency bonus for sleight of hand skill, unless granted by some class-specific ability etc.
I'm pretty sure you'd succeed, in either case. Als9 theres nothing very interesrimg happening for a failure so.. ignore it>
The dwarf with some help from Chucklehead, climbs from the 5-foot-deep, 5-foot-wide cell built into the kitchen floor. The walls of the cell are made of 1-foot-thick clay bricks held together with mortar. Gr filled with muddy water to a depth of 3 feet.
Elkhorn and his four human companions entered Prismeer to confront their archenemy, the League of Malevolence. Elkhorn’s companions included Strongheart the paladin, Mercion the cleric, Molliver the rogue, and Ringlerun the wizard. Their group is known as Valor’s Call.
The League of Malevolence is a coalition of villains: Kelek the sorcerer, Warduke the helmed swordsman, Skylla the warlock, a priest of Orcus named Zargash, and Zarak the assassin (you killed him back at the lake). Valor’s Call caught up with the League of Malevolence in the Palace of Heart’s Desire, home of the archfey Zybilna. The two groups fought a mighty battle, during which Elkhorn believes he was knocked out. He woke up here, in Loomlurch. Granny Nightshade has since lost interest in Elkhorn and is not concerned if he starves to death.
"And that alone thanks to the kind heart of this girl" Says Elkhart l9oking to Mishka. These children have toiled under that hag's abuses longer than I can stand. We have to free them." At this Chucklehead notes that he can let the others go, so long as Granny is really gone. But the ones that already fled aee in danger of attacks by the recently sprouted surviving redcaps Granny grew in her garden.
The old dwarf is determined to free the children of Loomlurch from captivity and ensure their safekeeping until they can be returned to their families. His duty in this regard overpowers even his longing to find out what happened to his adventuring companions.
Though he still wears his armor, only free of rust by the high quality of dwarven craftsmanship employed in its creation, he enquires as to the whereabouts of his sword and shield.
"Well, Granny almost always stays about the kitchen unless she's in her study or tending the garden," Mishka informs him, "So, if she grabbed them from you, she might have set them aside in one of those places."
I just want to point out that the carry took all the hags keys so I see little.point in calling fkr a check to open a lock you collectively have a key for.
"It is good that you want to free the children and see them to safety. This is a noble endeavor."
Trisk nods approvingly at Elkhart.
Trisk will help search for Elkhart's sword and shield.
Snooping through the kitchen, you note the cauldron is nearly full of hot melted candy, which bubbles gently. The shelves are cluttered woth books and baubles. Granny Nightshade has several cookbooks in her kitchen that contain candy recipes. One of these books has a 1-foot-long piece of gnarled root as a bookmark;
You also locate:
Six brass egg cups embossed with the faces of crying children (5 gp each)
An ornate eight-minute hourglass (75 gp)
A moldy wooden coffer labeled “Mushrooms” (in Elvish) that contains two butterfly saddles and a hummingbrella.
Eventually you do indeed turn up Elkhorn’s missing longsword and shield inside a small cupboard.
Piccolo examines the gnarled root. She wonders if it could be the root of the shambling mound she befriended earlier.
She also looks for any hidden compartments or secret areas that have not been discovered yet.
Could be.
You've thoroughly searched the kitchen, but Mishka could happily tell you about the hags study to tje north. It's loxked, but you (party) have the key, so...
A staircase runs along the wall of this circular room and climbs to an upper level. Tucked behind curtains of moss and ivy are numerous bookshelves bearing ancient tomes, and built into one of the bookcases is a tall oval mirror in a wooden frame. Flickering candlelight emanates from the eye sockets of a human skull resting on an open rolltop desk.
The desk contains quills, ink, a human skull fashioned into a lantern, a treasure and a rolled-up wanted poster bearing a sketch of Will of the Feywild, along with the following text in Common:
《Wanted: Will of the Feywild!
Find this flibbertigibbet and deliver him to me alive and unharmed, and I shall make you as strong as an octopus!
Granny Nightshade》
The desk.also contains:
A varnished human eyeball inside the lower half of a small hourglass that hangs like a pendant from a necklace made of woven hair.
A black-feathered quill with a bone tip that magically produces its own ink (150 gp). The ink is the crimson color of fresh blood until it dries, whereupon its color changes to sepia.
A Tiny clockwork toad
The shelves contain books of Feywild lore, all written in Elvish, each of which has a withered frog’s body stitched into its spine. Kissing the frog or stroking it with a moistened finger causes the frog to croak the book’s title in Elvish. Notable tomes include the following:
All Things Sticky, Slippery, and Sweet, written for children, illustrates and describes substances that would fascinate them, such as boggle oil, troll spittle, and various flavors of tree sap.
Fantasma Demento’s Codicil of Conundrums is a lavishly illustrated book of fey puzzles and riddles. Answers to the puzzles and riddles are written in invisible ink.
gobliN eht fo hguaL tsaL is a thin, illustrated book describing nilbogs, who are capricious fey spirits that possess goblins, foment chaos in goblinoid society, and use their magic to drive others to do the opposite of what they desire. All the book’s writing is backward.
Pity He’s an Elf is a collection of illustrated short stories about an elf adventurer named Aethyn Ourglas, who travels the Feywild and befriends dangerous creatures in surprising ways.
The Queen’s Gowns depicts and describes famous gowns worn by the Summer Queen, with asides written by the gowns’ equally famous designers.
Tales from the Gloaming Court is a set of eleven hefty, green-covered, illustrated books filled with stories and illustrations of Feywild intrigue that shed light on the Seelie and Unseelie courts. (Volumes 3 and 8 are missing
Three Rules to Rule By is a thin, dog-eared book that describes the rules of hospitality, ownership, and reciprocity in detail
Twilight Tides is a fat, wrinkled book about navigating the oceans of the Feywild.
A detect magic spell reveals an aura of abjuration magic around each book.
Shelved among the books are hundreds of scrolls that bear no magical wards; they describe encounters with individuals who struck bargains with Skabatha, and the horrible curses she put on each of them for failing to uphold their end.
An oval mirror is built into one of the bookcases. A detect magic spell reveals an aura of conjuration magic around the mirror,
Piccolo is drawn to the childs book and quickly reads through it. She points to the book of three rules, encouraging Trisk to take a look at it. Piccolo tears off a piece of fabric from her dress and places it in the book where the root is. She will take the root from the book in exchange. (How far away is the shambling mound?)
(OOC: Are we able to take things from rooms without violating the rules, especially the rules of ownership).
Trisk will peruse the book about the three rules.
"These may be handy to know. We should all keep them in mind as we explore this realm."
At this point Picollo has been observant of the rules she knows and some NPCs have shown hospitality and reciprocity, but others have not. From the book you know that this is an established code and that the rukes were enforced in the realm of Prismeer by Zybilna, yet the scofflaws who flout those rules have not really been seen to incur any reprucusions. It may be the case that this is because Zybilna, as you know, us frozen in time. If she is unfrozen, what might become of those who violated the rukes in her absence is unknown own, but for the time being, there seems to be no consequence, so <forgive the railroad, I think it's justified and only for demonstrarive purposes.>
When you try to to take a book from the study to the kitchen to show it to a waiting ally, the book immediately crumbles to ash.
You can take anything that's not a book, and you're free to copy books, if you please. The mirror is part of the desk.
I did also mention a number of cookbooks in the kitchen
If only for a short time, Piccolo will run to the shambling mound and see if the root in the book is the shambling mounds.
She plays her music and communicates with it through imagery, an image of her finding the root, then of asking the mound if this is it.
On her return, she will examine the curious items and take most of them, replacing them with leaves, rocks, and other items that she gathers in the garden.
She will also examine the cookbooks, in particular for recipes that can help one frozen in time, or would have produced the freeze effects. She is interested in the large cauldron in the castle.
When the root is brought back and given to it, the shambling mound goes on a rampage through the garden, destroying and devouring everything it can while leaving the characters and their allies unmolested, then shambles into the forest, never to return
In the kitchen you find a cookbook that contains formulas for common and uncommon potions.
What's uo with tbe rest of the party? Still hanging out in the candy market or the gardens or headed inside?
Uriel:
Uriel stays with the kids and candy sellers outside, keeping an eye out for any returning redcaps or other threats.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Drain,
Drain will have the set of keys on him. Assuming he joins the others and the kids are still chained he will see if he can unlock them. He is going to ask the children about the Unicorn. "So little ones, we are wondering if you know the location of a unicorn, perhaps one that is imprisoned? Or the location of a unicorn horn."
Drain,
Drain will have the set of keys on him. Assuming he joins the others and the kids are still chained he will see if he can unlock them. He is going to ask the children about the Unicorn. "So little ones, we are wondering if you know the location of a unicorn, perhaps one that is imprisoned? Or the location of a unicorn horn."
Drain,
Drain will have the set of keys on him. Assuming he joins the others and the kids are still chained he will see if he can unlock them. He is going to ask the children about the Unicorn. "So little ones, we are wondering if you know the location of a unicorn, perhaps one that is imprisoned? Or the location of a unicorn horn."
Drain,
Drain will have the set of keys on him. Assuming he joins the others and the kids are still chained he will see if he can unlock them. He is going to ask the children about the Unicorn. "So little ones, we are wondering if you know the location of a unicorn, perhaps one that is imprisoned? Or the location of a unicorn horn."
Sam follows watching thinking their this dam dragon could have gotten to