tesservett tries using Mage hand to pick up the keys and unlock/activate the carriage to try to get the carriage doors open. He also tries to open the doors
he makes an arcana check with advantage and gets a natural 20 (total 38).
he says to the group “what happened with the vaults? Im sorry I think i might have been dead or asleep for part of it. But i got better, I think.” He frowns and then has an epiphany about the carriage:
he makes an arcana check with advantage and gets a natural 20 (total 38).
he says to the group “what happened with the vaults? Im sorry I think i might have been dead or asleep for part of it. But i got better, I think.” He frowns and then has an epiphany about the carriage:
If the key is held within 3 inches of the door on either side of the carriage, a keyhole magically appears on the door’s surface. Turning the key clockwise in the keyhole unlocks both carriage doors and animates the glass pegasi, causing them to stamp their hooves impatiently.
...if someone sits in tbe driver's seat:
While the glass pegasi are animated, reins made of starlight appear in the hands of anyone who sits on the driver’s seat, allowing that individual to steer the carriage. The pegasi can pull the carriage at a speed of 40 feet on land or 80 feet while flying.
... realization:
Turning the key counterclockwise in either door’s lock can be done only while the carriage is on the ground and not moving; doing so locks both doors and causes the pegasi to revert to inanimate glass statues.
“ahh brilliant!”. The wizard says as he opens the door and activates the pegasi, then turns it off. “this is a glorious use of magic… but we should probably keep moving”. He advances to the door on the left.
Running the length of this oblong room is a rug woven with images of thorny white roses. Each of the doors on the north and south walls has an alabaster pedestal standing inside the room beside it. Atop each pedestal is an alabaster vase that holds several long-stemmed white roses. Carved into the vase are the words “Take one” in Common.
To yoir left, a few feet into the hallway, there us a door with a symbol of a lion in silhouette, similar to the one with the hart on the front door. Another door, further down the hall and on the opposite side of the room from this is another unmarked door. (So that's 4 doors total, including rhe south door by which you entered. Only the left door is marked with a lion)
... Or keep looking for a way into the towers? . I am frustrated I can’t figure out the riddle. ...
...
East Tower
The base of this tower is 10 feet higher than the garden floor. Stairs hugging the tower’s outer wall climb 10 feet to an unlocked double door. A bronze plaque above the door reads “Envy” in Common.
West Tower
The base of this tower is 10 feet higher than the garden floor. The double door to this tower is accessible from a 10-foot-high stone catwalk that connects it with the castle
<the east tower has an unlocked door you can reach by stairs directly from the garden>
Trisk follows Tesservett into the room with 4 doors and vases of white roses.
"Should we keep following the hart motif? It might lead us somewhere."
Trisk tries to stifle another yawn.
"I could use some respite."
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.”
"How long had it been? Two centuries? Three?" thinks Uriel, realizing that he had lost track of time during his many years aboard ship. That carnival came to Caer Corwell long ago, when he and Sapphira were mere youths, and that is the last time he saw his sister. In the decades since, Uriel had lived a full life. Rising through the ranks in the Gwynneth navy, the Sylvan elf had served well and effectively. Raising a family of his own in the picturesque Myrloch Vale, Uriel married and watched his family grow gracefully into adulthood. Still, the loss of his sister haunted him, and when his first granddaughter was born bearing her very image, now-Admiral Uriel knew he could no longer delay.
Retiring from his command of the navy after two hundred and fifty years of faithful service, Uriel set about discovering what happened to his long-lost sister Sapphira. Through many harrowing adventures, the retired sailor--still somewhat young for an elf--has ended up in the Feywild at the castle of the fey queen Xybilina. A last-ditch effort, perhaps, to use a powerful wish to reunite him with his sister. Still, there were rumors the carnival was linked to this realm, so who knows?
The lithe, unarmored sylvan elf carries a waterproof bag and a wickedly sharp and impeccably-balanced spear. He wears sturdy traveling clothes, styled in simple but high-quality elven fabrics and showcasing a nautical motif. His features are weathered from a life spent in the elements, and the first signs of middle age grace the graying hair at his temples. Heading first toward the pool with the interesting-looking crown, Uriel slips into the water with grace borne of long practice, cutting through the water with deceptive speed, eyes alert for any threats (Passive Perception 20).
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
<It's like cutting through clay. Probably easier to walk on top of it.>
Willow trees encircle this sheltered pond. Lily pads dot the mirror-like surface of the water, and hungry dragonflies dart about, feeding on motionless fireflies that form an unmoving cloud above the still water.
The lake, the trees, and the fireflies are frozen in time, but the dragonflies are not. The pool’s time-frozen water can be handled and made to hold new forms as if it were soft dough, but any water removed from the pool takes on the consistency of normal water.
A delicate hand made of water, black as winter’s night, silently breaks the water’s surface. The hand clutches a crown made of silver needles. Below the hand, under the surface, a school of shimmering black fish takes on a vaguely humanoid form.
Tetrevess will take a rose, sniffing it as he does, and then tucking it into the lapel of his robe.
The rose smells wonderful: fresh and spicy, at first, then becoming sweet and floral, and finally ending with soft, rich notes.
Anybody want to try a door or something.
Just a reminder: you saw a dragon fly into this castle through the open roof.
Put your spoiler here.You still don't have a roof over you at this point in the castle. Obvious enough in the last room, since there's a flying carriage bigger than the door bybwhoxh you entered. Sometimes these details don't make it I to my descriptions.
Moving over the strangely still and solid water, Uriel reaches out and tries to gently pull the crown loose. If it comes away easily, he will take it and return to shore.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Its sharp needles make the crown difficult to handle without gloves or gauntlets. The pricking of the needles isn’t severe enough to deal damage, but a character can’t grasp the crown with bare hands for longer than 1 minute before the discomfort becomes unbearable.
After a moment holding the crown, Uriel hears a gentle voice on the wind:
You hear a beautiful melody, played by a woodwind instrument, with a drum accompaniment. It is very quiet at first. The player is an expert musician, and the music enhances the magic and beauty of this place, peaceful and tranquil. The drum almost sounds like a heartbeat.
You are not certain where the music is coming from, it seems from everywhere, and nowhere. You are not even certain if the others hear it.
A tall elf dressed in black stops at the sign by the gate. He glances briefly at the sign; he can recognize the script but can't read it. Despite his appearance he never learned elvish. There is some shame in him and he pulls his cowl over his head and steps on. His hands absently double check his weapons. This must be the place....maybe he could find out who he was. He will approach those drinking tea. "I was told this was the place I could find answers....perhaps someone can point me in the right direction? Who rules this place?"
A well-dressed noble elf responds, "I, for one, was given to understand a fairy if some great power named Zybilna resided here, but these gentle folk insist we shoukd wait for their mistresses, three, to return. Whomever they might be, it seems they have taken Ober the duties of making arrangements for the granting of wishes. I cant say I blame her for delegating. That's how it goes, you know: once offer a hand and the world will bend your ear for a century."
Looking around the group, you note the gentle folk in reference are a band of musical badgers, while other guests include a headless dwarf and a brown bear, a farmer with a carnivorous handheld pumpkin and a woman surrounded by stacks kf paper and a flying quill.
<they've already been squeezed if yiu want to look back a few pages. I csn roleplay them indefinitely, but they onky know so much. They just came looking for wishes. The badgers haven't really been addressed much, but it is true that they will discourage e try into the castle, though they do nothing to stop it.>
This post has potentially manipulated dice roll results.
Uriel:
Listening to the words on the wind, Uriel meditates a moment and returns an axiom in the Tongue of the Sun and Moon, "Every new beginning is some other beginning's end." Uriel places a small figurine of a tall sailing ship he recently carved into the now-empty hand made of water, not willing to take something without giving something in return.
(Woodcarver's Tools with proficiency: 29 )
Reaching land, Uriel carefully positions the prickly crown on his head on the outside of his hood. The problem of the thorns solved, he heads towards the castle. About to bypass the main door for the steps so as to avoid troubling the ones gathered in that area, Uriel sees an interesting figure. He moves that direction and addresses the well-dressed noble elf, "Greetings, traveler, I am Uriel of the Sy’Tel’Quessir. Are you new to this palace as well?"
tesservett tries using Mage hand to pick up the keys and unlock/activate the carriage to try to get the carriage doors open. He also tries to open the doors
he makes an arcana check with advantage and gets a natural 20 (total 38).
he says to the group “what happened with the vaults? Im sorry I think i might have been dead or asleep for part of it. But i got better, I think.” He frowns and then has an epiphany about the carriage:
<both doors are unlocked>
If the key is held within 3 inches of the door on either side of the carriage, a keyhole magically appears on the door’s surface. Turning the key clockwise in the keyhole unlocks both carriage doors and animates the glass pegasi, causing them to stamp their hooves impatiently.
...if someone sits in tbe driver's seat:
While the glass pegasi are animated, reins made of starlight appear in the hands of anyone who sits on the driver’s seat, allowing that individual to steer the carriage. The pegasi can pull the carriage at a speed of 40 feet on land or 80 feet while flying.
... realization:
Turning the key counterclockwise in either door’s lock can be done only while the carriage is on the ground and not moving; doing so locks both doors and causes the pegasi to revert to inanimate glass statues.
“ahh brilliant!”. The wizard says as he opens the door and activates the pegasi, then turns it off. “this is a glorious use of magic… but we should probably keep moving”. He advances to the door on the left.
Tetrevess enter the room from the South
Running the length of this oblong room is a rug woven with images of thorny white roses. Each of the doors on the north and south walls has an alabaster pedestal standing inside the room beside it. Atop each pedestal is an alabaster vase that holds several long-stemmed white roses. Carved into the vase are the words “Take one” in Common.
To yoir left, a few feet into the hallway, there us a door with a symbol of a lion in silhouette, similar to the one with the hart on the front door. Another door, further down the hall and on the opposite side of the room from this is another unmarked door. (So that's 4 doors total, including rhe south door by which you entered. Only the left door is marked with a lion)
East Tower
The base of this tower is 10 feet higher than the garden floor. Stairs hugging the tower’s outer wall climb 10 feet to an unlocked double door. A bronze plaque above the door reads “Envy” in Common.
West Tower
The base of this tower is 10 feet higher than the garden floor. The double door to this tower is accessible from a 10-foot-high stone catwalk that connects it with the castle
<the east tower has an unlocked door you can reach by stairs directly from the garden>
Trisk follows Tesservett into the room with 4 doors and vases of white roses.
"Should we keep following the hart motif? It might lead us somewhere."
Trisk tries to stifle another yawn.
"I could use some respite."
Anyone going to take a rose?
Tetrevess will take a rose, sniffing it as he does, and then tucking it into the lapel of his robe.
Uriel Moonshadow:
"How long had it been? Two centuries? Three?" thinks Uriel, realizing that he had lost track of time during his many years aboard ship. That carnival came to Caer Corwell long ago, when he and Sapphira were mere youths, and that is the last time he saw his sister. In the decades since, Uriel had lived a full life. Rising through the ranks in the Gwynneth navy, the Sylvan elf had served well and effectively. Raising a family of his own in the picturesque Myrloch Vale, Uriel married and watched his family grow gracefully into adulthood. Still, the loss of his sister haunted him, and when his first granddaughter was born bearing her very image, now-Admiral Uriel knew he could no longer delay.
Retiring from his command of the navy after two hundred and fifty years of faithful service, Uriel set about discovering what happened to his long-lost sister Sapphira. Through many harrowing adventures, the retired sailor--still somewhat young for an elf--has ended up in the Feywild at the castle of the fey queen Xybilina. A last-ditch effort, perhaps, to use a powerful wish to reunite him with his sister. Still, there were rumors the carnival was linked to this realm, so who knows?
The lithe, unarmored sylvan elf carries a waterproof bag and a wickedly sharp and impeccably-balanced spear. He wears sturdy traveling clothes, styled in simple but high-quality elven fabrics and showcasing a nautical motif. His features are weathered from a life spent in the elements, and the first signs of middle age grace the graying hair at his temples. Heading first toward the pool with the interesting-looking crown, Uriel slips into the water with grace borne of long practice, cutting through the water with deceptive speed, eyes alert for any threats (Passive Perception 20).
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
<It's like cutting through clay. Probably easier to walk on top of it.>
Willow trees encircle this sheltered pond. Lily pads dot the mirror-like surface of the water, and hungry dragonflies dart about, feeding on motionless fireflies that form an unmoving cloud above the still water.
The lake, the trees, and the fireflies are frozen in time, but the dragonflies are not. The pool’s time-frozen water can be handled and made to hold new forms as if it were soft dough, but any water removed from the pool takes on the consistency of normal water.
A delicate hand made of water, black as winter’s night, silently breaks the water’s surface. The hand clutches a crown made of silver needles. Below the hand, under the surface, a school of shimmering black fish takes on a vaguely humanoid form.
The rose smells wonderful: fresh and spicy, at first, then becoming sweet and floral, and finally ending with soft, rich notes.
Anybody want to try a door or something.
Just a reminder: you saw a dragon fly into this castle through the open roof.
Put your spoiler here.You still don't have a roof over you at this point in the castle. Obvious enough in the last room, since there's a flying carriage bigger than the door bybwhoxh you entered. Sometimes these details don't make it I to my descriptions.
Does Uriel take the crown?
Uriel:
Moving over the strangely still and solid water, Uriel reaches out and tries to gently pull the crown loose. If it comes away easily, he will take it and return to shore.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Its sharp needles make the crown difficult to handle without gloves or gauntlets. The pricking of the needles isn’t severe enough to deal damage, but a character can’t grasp the crown with bare hands for longer than 1 minute before the discomfort becomes unbearable.
After a moment holding the crown, Uriel hears a gentle voice on the wind:
"The beginning of Whenever
The end of Ever After
The start of an Age
The finale of every Moment
The first in History"
You hear a beautiful melody, played by a woodwind instrument, with a drum accompaniment. It is very quiet at first. The player is an expert musician, and the music enhances the magic and beauty of this place, peaceful and tranquil. The drum almost sounds like a heartbeat.
You are not certain where the music is coming from, it seems from everywhere, and nowhere. You are not even certain if the others hear it.
Drain:
A tall elf dressed in black stops at the sign by the gate. He glances briefly at the sign; he can recognize the script but can't read it. Despite his appearance he never learned elvish. There is some shame in him and he pulls his cowl over his head and steps on. His hands absently double check his weapons. This must be the place....maybe he could find out who he was. He will approach those drinking tea. "I was told this was the place I could find answers....perhaps someone can point me in the right direction? Who rules this place?"
A well-dressed noble elf responds, "I, for one, was given to understand a fairy if some great power named Zybilna resided here, but these gentle folk insist we shoukd wait for their mistresses, three, to return. Whomever they might be, it seems they have taken Ober the duties of making arrangements for the granting of wishes. I cant say I blame her for delegating. That's how it goes, you know: once offer a hand and the world will bend your ear for a century."
Looking around the group, you note the gentle folk in reference are a band of musical badgers, while other guests include a headless dwarf and a brown bear, a farmer with a carnivorous handheld pumpkin and a woman surrounded by stacks kf paper and a flying quill.
<they've already been squeezed if yiu want to look back a few pages. I csn roleplay them indefinitely, but they onky know so much. They just came looking for wishes. The badgers haven't really been addressed much, but it is true that they will discourage e try into the castle, though they do nothing to stop it.>
Uriel:
Listening to the words on the wind, Uriel meditates a moment and returns an axiom in the Tongue of the Sun and Moon, "Every new beginning is some other beginning's end." Uriel places a small figurine of a tall sailing ship he recently carved into the now-empty hand made of water, not willing to take something without giving something in return.
(Woodcarver's Tools with proficiency: 29 )
Reaching land, Uriel carefully positions the prickly crown on his head on the outside of his hood. The problem of the thorns solved, he heads towards the castle. About to bypass the main door for the steps so as to avoid troubling the ones gathered in that area, Uriel sees an interesting figure. He moves that direction and addresses the well-dressed noble elf, "Greetings, traveler, I am Uriel of the Sy’Tel’Quessir. Are you new to this palace as well?"
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"