"It's a trophy room. The owner seems to enjoy hunting," Bianka observes, her eyes scanning the room. She counts three, taking a moment to steady her heartbeat and regulate her breathing. With a commanding gesture, she directs her familiar to perch atop each stuffed wolf's head. Satisfied that there is no immediate threat, the wizard takes aim with her crossbow and releases the bolts, striking each target.
When the area is secure, Bianka cautiously steps forward. She enters the room, ready to begin her investigation starting from the oak desk.
Investigation: 11
The wolves are indeed just stuffed wolves, and do not react at all to the presence of your familiar, or to being hit by crossbow bolts.
The oak table (not a desk) has on it a small cask of wine, which appears to be perfectly ordinary and sounds like it has some liquid inside it. Also on the table are some goblets, a pipe rack (with pipes for smoking tobacco or similiar herbs, and candles. You find nothing else of interest on this table. There are two cabinets placed against the walls, which are currently locked. (roll lock picking or strength if you want to try and open them)
”Not so different you say?” Tromlin laments in his quiet voice as he steps into the room the flame in his hand lighting the way. “Your “civilizations” take these “trophies” and display their mastery over them.” His voice begins to rise slightly. angry and sad at the same time as he runs his hands over one of the wolves. ”Hard pressed I am to see your similarities wizard, but co exist we must. Let us be out here quickly, and please let these tormented souls rests.” Tromlin leave the trophy room with a last look at the “trophies” on the walls.
Janek leaves the coins where he finds them, along with the clothing in the closet. He steps over to see how the others are doing in the other rooms. "Nothing of note in there," he says. "Anyone finding anything interesting?"
"Shrikes adorn the branches with their prey, but you do have a valid point," Bianka replies to Thromlim. She exits the room and meets the others. "We have found two cabinets within the chamber, both are locked. Might you lend me a hand in unlocking them?" the wizard asks the warrior and the rogue.
. "Although admittedly, I would expect any entrance to the basement would be from this lowest floor." As the look in the dining room suggested a cloak room, he will go ahead and open up that door and peer inside.
Having run out of questions for the children, Alcazar joins the others in the main room as they are busy investigating. He nods at the warrior's words. "I would seem most logical," he says.
He then proceeds to move around the room, stamping forcefully on the floor, hoping to find something that sounds hollow, or that seems weaker -- or more sturdy. When he done with the main room, he moves on to the dining area and any other rooms that have been opened up already.
He then proceeds to move around the room, stamping forcefully on the floor, hoping to find something that sounds hollow, or that seems weaker -- or more sturdy. When he done with the main room, he moves on to the dining area and any other rooms that have been opened up already.
Investigation: low, passive 11:
As you stomp around the room, the noise seems pretty constant. The floor is covered in decorative parquet flooring, and looks very expensive and sturdy.
(( He will move on to other rooms, if not already done... ))
(The same answer applies to all rooms. You find nothing interesting about the floor in any of the rooms. So, just to be clear: You find no way to descend downwards. The only staircase, is the big spiral staircase that goes up to the next floor)
As his efforts come to naught, Alcazar slumps into one of the chairs, pleased to rest his feet for the first time in a long day's travels. He rubs his hands to warm them, then turns to face the warrior once more.
"Once we are finished here, we should proceed to this doll house in the attic. Assuming the children are not fantasizing about its level detail. Perhaps we will find an adult along the way."
As his efforts come to naught, Alcazar slumps into one of the chairs, pleased to rest his feet for the first time in a long day's travels. He rubs his hands to warm them, then turns to face the warrior once more.
"Once we are finished here, we should proceed to this doll house in the attic. Assuming the children are not fantasizing about its level detail. Perhaps we will find an adult along the way."
Recalling that from the outside the building has 4 stories (see picture in this post), you realise that this means there are two floors between you (1st floor) and the attic (4th floor). When you are in the central hall, you can look up through the centre of the grand staircase and notice that this only goes to the 3rd floor. There is still an unopened door on the 1st floor; or you could ascend the stairs to the floor(s) above.
This post has potentially manipulated dice roll results.
"You shall lend your aid when the lock-picking fails," Bianka declares. "For even when a key proves useless, the trusty hammer shall be your ally, as an age-old adage whispered by a nameless wiseman proclaims."
Upon receiving the report from her steadfast companions, Bianka lost in her thought, her gaze drifting upward to the ceiling. "Perchance the basement is hidden behind a veil of magic. Though I consent to ascend to the attic, I'd like to ensure the safety of every level of this dwelling on our path."
The wizard performs an arcane ritual to detect magic in the hall, and then she ventures into the neighboring chambers, including the one that remains unopened, to investigate them by herself.
OOC: Oh come on! Can I use the owl to give a help action for Investigation check?
(I would say that you can only get Help from if the task is something it can suitably help with - for an Owl, that's likely to be limited to tasks involving observing/searching/etc. If the task was to catch a mouse, definitely yes. But in this case, for a Magical investigation: Since Detect Magic allows you to see magic but does not change the Owl's perception, I don't see how the Owl would help you.
So the short answer is: Sorry, no.
For future situations: If you want Help action (outside of combat) from a familiar or a party member, please describe how they would assist. E.g. for a 'cook meal' check, I'd grant advantage for a PC if they are helping you chop vegetables, but probably would not give advantage to a familiar/animal as I would struggle to see how they could help.).
"You shall lend your aid when the lock-picking fails," Bianka declares. "For even when a key proves useless, the trusty hammer shall be your ally, as an age-old adage whispered by a nameless wiseman proclaims."
Upon receiving the report from her steadfast companions, Bianka lost in her thought, her gaze drifting upward to the ceiling. "Perchance the basement is hidden behind a veil of magic. Though I consent to ascend to the attic, I'd like to ensure the safety of every level of this dwelling on our path."
The wizard performs an arcane ritual to detect magic in the hall, and then she ventures into the neighboring chambers, including the one that remains unopened, to investigate them by herself.
Performing Detect Magic as ritual cast
Investigation: 6
Owl
Perception: 11
You ritually cast Detect Magic. This takes 10 minutes, during which you are concentrating and repeating arcane chants quietly to yourself. The house is eerily quiet while you do this, and no sound or echo can be heard other than from your companions and your familiar.
[For the rest of the party, please feel free to describe what your characters are up to during those 10 minutes]
Once the spell is complete and takes places, you wander through the areas explored so far, with great anticipation. But with each room you check, you are more disappointed. None of the rooms here contain any magical items, doors, or active spells. Your checks of the areas are quite thorough, and take up 5 minutes (leaving you with 5 more minutes before the spell expires).
"Sure I can try my hand at unlocking those." And Rojer will enter the room with the cabinets and attempt to pick the locks. (sleight of hand 15)
(I'll take that roll for both cabinets.)
The locks are solid and beautifully made, but luckily they are not high security locks. With some time, you manage to open them.
The east cabinet sports holds a a bunch of weapons: a heavy crossbow, a light crossbow, a hand crossbow, and 20 bolts for each weapon, as well as a few daggers and assorted knives.
The north cabinet contains wine glasses, decanters, and other drinking paraphernalia, as well as some board games, a small box containing two decks of playing cards, and a few ordinary dice.
Rojer takes a hand crossbow and some bolts, then rejoins the others. “Wasn’t anything too special in those locked cabinets. Some crossbows were the only thing worthwhile.”
This post has potentially manipulated dice roll results.
Janek watches as Rojer manages to open up the cabinets. At the mention of crossbows, he moves into the room to take a look. Seeing the heavy crossbow, he decides to leave his light crossbow in exchange for the heavy one.
"I think there's one more door on this floor. I'll go take a look." He then moves out of the room to the last unopened door and opens it.
Alcazar takes an interest when the final door is opened but, when nothing more is revealed, he sighs and turns back to the stairs, looking up. "Your little feathered friend feel like checking upstairs?" he asks, turning the the wizard. "Perhaps the adults sleep upstairs."
He then draws a deep breath, cups his hands to his face, and call out loudly into the stairwell. "Hello! Is anybody home?"
Janek watches as Rojer manages to open up the cabinets. At the mention of crossbows, he moves into the room to take a look. Seeing the heavy crossbow, he decides to leave his light crossbow in exchange for the heavy one.
"I think there's one more door on this floor. I'll go take a look." He then moves out of the room to the last unopened door and opens it.
(Perception: 9)
Behind the last door, you find a kitchen and pantry. In the kitchen you see all the thing you would expect in the kitchen of a well wealthy house. It is well stocked with dishware, cookware, and utensils neatly placed on shelves. A worktable has a cutting board and rolling pin atop it. A stone, dome-shaped oven stands near the east wall, its bent iron stovepipe connecting to a hole in the ceiling.
Behind the stove and to the left is an already open door leading to a well-stocked pantry containing food such as hams, pies and cakes, all of which looks fresh and edible.
At the south-east corner of the kitchen is a small dumbwaiter (a food elevator; i.e. a 2-foot-wide stone shaft containing a wooden elevator box attached to a simple rope-and-pulley mechanism that must be operated manually) next to a brass bell attached to some pulleys coming from the ceiling.
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”Not so different you say?” Tromlin laments in his quiet voice as he steps into the room the flame in his hand lighting the way. “Your “civilizations” take these “trophies” and display their mastery over them.” His voice begins to rise slightly. angry and sad at the same time as he runs his hands over one of the wolves. ”Hard pressed I am to see your similarities wizard, but co exist we must. Let us be out here quickly, and please let these tormented souls rests.” Tromlin leave the trophy room with a last look at the “trophies” on the walls.
Rojer exits the room and rejoins the others. “Find anything interesting?”
Janek leaves the coins where he finds them, along with the clothing in the closet. He steps over to see how the others are doing in the other rooms. "Nothing of note in there," he says. "Anyone finding anything interesting?"
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
"Shrikes adorn the branches with their prey, but you do have a valid point," Bianka replies to Thromlim. She exits the room and meets the others. "We have found two cabinets within the chamber, both are locked. Might you lend me a hand in unlocking them?" the wizard asks the warrior and the rogue.
Janek shrugs at Bianka's question, "Don't really know how to pick a lock." He turns hopefully towards Rojor.
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Having run out of questions for the children, Alcazar joins the others in the main room as they are busy investigating. He nods at the warrior's words. "I would seem most logical," he says.
He then proceeds to move around the room, stamping forcefully on the floor, hoping to find something that sounds hollow, or that seems weaker -- or more sturdy. When he done with the main room, he moves on to the dining area and any other rooms that have been opened up already.
Investigation: low, passive 11:
As you stomp around the room, the noise seems pretty constant. The floor is covered in decorative parquet flooring, and looks very expensive and sturdy.
(( He will move on to other rooms, if not already done... ))
(The same answer applies to all rooms. You find nothing interesting about the floor in any of the rooms. So, just to be clear: You find no way to descend downwards. The only staircase, is the big spiral staircase that goes up to the next floor)
As his efforts come to naught, Alcazar slumps into one of the chairs, pleased to rest his feet for the first time in a long day's travels. He rubs his hands to warm them, then turns to face the warrior once more.
"Once we are finished here, we should proceed to this doll house in the attic. Assuming the children are not fantasizing about its level detail. Perhaps we will find an adult along the way."
Recalling that from the outside the building has 4 stories (see picture in this post), you realise that this means there are two floors between you (1st floor) and the attic (4th floor). When you are in the central hall, you can look up through the centre of the grand staircase and notice that this only goes to the 3rd floor. There is still an unopened door on the 1st floor; or you could ascend the stairs to the floor(s) above.
"You shall lend your aid when the lock-picking fails," Bianka declares. "For even when a key proves useless, the trusty hammer shall be your ally, as an age-old adage whispered by a nameless wiseman proclaims."
Upon receiving the report from her steadfast companions, Bianka lost in her thought, her gaze drifting upward to the ceiling. "Perchance the basement is hidden behind a veil of magic. Though I consent to ascend to the attic, I'd like to ensure the safety of every level of this dwelling on our path."
The wizard performs an arcane ritual to detect magic in the hall, and then she ventures into the neighboring chambers, including the one that remains unopened, to investigate them by herself.
Performing Detect Magic as ritual cast
Investigation: 8
Owl
Perception: 14
OOC: Oh come on! Can I use the owl to give a help action for Investigation check?
"Sure I can try my hand at unlocking those." And Rojer will enter the room with the cabinets and attempt to pick the locks. (sleight of hand 15)
(I would say that you can only get Help from if the task is something it can suitably help with - for an Owl, that's likely to be limited to tasks involving observing/searching/etc. If the task was to catch a mouse, definitely yes. But in this case, for a Magical investigation: Since Detect Magic allows you to see magic but does not change the Owl's perception, I don't see how the Owl would help you.
So the short answer is: Sorry, no.
For future situations: If you want Help action (outside of combat) from a familiar or a party member, please describe how they would assist. E.g. for a 'cook meal' check, I'd grant advantage for a PC if they are helping you chop vegetables, but probably would not give advantage to a familiar/animal as I would struggle to see how they could help.).
You ritually cast Detect Magic. This takes 10 minutes, during which you are concentrating and repeating arcane chants quietly to yourself. The house is eerily quiet while you do this, and no sound or echo can be heard other than from your companions and your familiar.
[For the rest of the party, please feel free to describe what your characters are up to during those 10 minutes]
Once the spell is complete and takes places, you wander through the areas explored so far, with great anticipation. But with each room you check, you are more disappointed. None of the rooms here contain any magical items, doors, or active spells. Your checks of the areas are quite thorough, and take up 5 minutes (leaving you with 5 more minutes before the spell expires).
(I'll take that roll for both cabinets.)
The locks are solid and beautifully made, but luckily they are not high security locks. With some time, you manage to open them.
The east cabinet sports holds a a bunch of weapons: a heavy crossbow, a light crossbow, a hand crossbow, and 20 bolts for each weapon, as well as a few daggers and assorted knives.
The north cabinet contains wine glasses, decanters, and other drinking paraphernalia, as well as some board games, a small box containing two decks of playing cards, and a few ordinary dice.
Rojer takes a hand crossbow and some bolts, then rejoins the others. “Wasn’t anything too special in those locked cabinets. Some crossbows were the only thing worthwhile.”
Janek watches as Rojer manages to open up the cabinets. At the mention of crossbows, he moves into the room to take a look. Seeing the heavy crossbow, he decides to leave his light crossbow in exchange for the heavy one.
"I think there's one more door on this floor. I'll go take a look." He then moves out of the room to the last unopened door and opens it.
(Perception: 24)
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Alcazar takes an interest when the final door is opened but, when nothing more is revealed, he sighs and turns back to the stairs, looking up. "Your little feathered friend feel like checking upstairs?" he asks, turning the the wizard. "Perhaps the adults sleep upstairs."
He then draws a deep breath, cups his hands to his face, and call out loudly into the stairwell. "Hello! Is anybody home?"
Behind the last door, you find a kitchen and pantry. In the kitchen you see all the thing you would expect in the kitchen of a well wealthy house. It is well stocked with dishware, cookware, and utensils neatly placed on shelves. A worktable has a cutting board and rolling pin atop it. A stone, dome-shaped oven stands near the east wall, its bent iron stovepipe connecting to a hole in the ceiling.
Behind the stove and to the left is an already open door leading to a well-stocked pantry containing food such as hams, pies and cakes, all of which looks fresh and edible.
At the south-east corner of the kitchen is a small dumbwaiter (a food elevator; i.e. a 2-foot-wide stone shaft containing a wooden elevator box attached to a simple rope-and-pulley mechanism that must be operated manually) next to a brass bell attached to some pulleys coming from the ceiling.