OOC > How many dragon masks do we have? I count three, two from the front room, and one who came out of this room with the cultists. That's enough for Seven, Flynn, and Wex... maybe we have to pull a Chewie in the Detention Block scheme with Mopham?
Wex will also strap on a dragon mask, and an empty scabbard (chances his sword fits are slim, but it still makes the disguise). "I'm not in much need of a rest, but if anyone else needs it, I'm willing."
If the party wants to rest, he will settle in for the short rest to examine the... glasses, trying them on, fiddling with them, etc. He will hand them to Flynn, too, in case he has any insights. If we discover what they are about right away, he will switch to the slippers.
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
OOC: detect good/evil wont really sense anything on an object like that.
All of you take a quick respite. Sitting down resting for a bit, grabbing what you need to finish your "disguises". Wex sits down and checks out the strange glasses. They're more like goggles, with a strap that goes around the back of the head. Strange looking lenses that are a tint of greenish-blue. Wex you hold them up to your eyes and peer through them, looking around the room. Everything seems to look normal to you. Taking them off you hand them over to Flynn as you pick up the little black slippers. They look normal enough. Black leather on top of a deep purple sole. You move them around in the firelight and catch a sheen on them, but only in certain spots. Moving them to and fro you catch the sheen and trace it around the slippers, its an odd outline that almost looks like a faint web motif around the slippers, made with a strange type of thread. Tracing it with a finger you feel the outline immediately sticking to it! It actually takes quite a bit of effort to peel your finger from it.
Flynn, you take a look at the strange goggles Wex handed you. Not really sure what else to do, you slip them on your head and look around the room. The room, and everyone in it, looks normal in the flickering torchlight. You're not really sure what they're supposed to do, you were just going to take them off when your gaze went down the hallway your party came from. You do a double take as you slowly rise to your feet unsure if what you're seeing is correct. You leave Wex fiddling with the slippers as you make your way to the hallway......the unlit hallway that you could see nothing in before, but now you can see in it all of a sudden. You walk into it and raise the goggles up to make sure. The torchlight fades into blackness a bit into the hallway so you walk to its edge and pull the goggles back on. You can see down the hallway! Albeit, its in strange shades of grays but you can see nonetheless!
Wex will try on the slippers, though he feels foolish doing so, and take some tentative steps. Then he will try the obvious, putting a foot on a wall... and if possible, then the other foot.
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Wex, you take off the boots you have on and take this tiny slipper and look at your foot. You think there's no way its going to fit! As you slip in your toes and pull along the back of the slipper it stretches and easily slides onto your foot. It's a perfect fit, but they looked way smaller originally. You grab the other one and it slides on perfectly fitting onto your other foot. Walk over to the wall and very speculatively, place one foot onto the wall. It sticks to the rough cave wall rather well. Still unsure how this is going to turn out, you give an awkward little jump, bringing the other foot just off the ground for a second while putting your weight onto the foot stuck to the wall. It held rather well! Throwing caution away you raise your foot from the ground and place it onto the wall next to your other foot. Its a strange feeling indeed, you know that gravity would have you pulled down to the cave floor, and you even test it by pulling out a copper piece and letting it drop. Sure enough, it drops to the floor not the wall, but you're feeling none of those effects. For all intents and purposes, the wall is now down for you. Mopham's jaw drops as he watches this take place, just staring at you standing on the wall!
OOC: you now understand how the drunkard of a human snuck into this place so easily.... You've got yourself a pair of Slippers of Spider Climbing
OOC > Wex has taken his short rest, did not need hit dice.
He climbs back down to the floor, and sits to take off the slippers, shaking his head. "I'm not even sure how these would help me. Someone with a bow, maybe, could stand on a wall and shoot?"
"Flynn, you should take the slippers." <<Allowing himself the rare smile>> "I'll admit, the idea of seeing Mopham charge down the wall is absolutely terrifying."
OOC: apologies for not keeping up, how much should we each be holding in gold since we left the town (I'll start keeping track)?
"If there was nothing else in that room, lets continue East. Flynn should scout ahead - preferably on the roof and out of sight now that you can manage it. Wex, if you take point behind him, Mopham and I will take the rear. Signal us as necessary - and let's start taking out the lights as we go, it can only benefit us while we're dealing with cultists."
Sevrn will hand Mopham the lantern and then extinguish the torches. He'll then rest a hand on Mopham's shoulder to begin leading him along.
Still getting used to the whole walking on walls/ceiling Flynn trips while making his first attempt and more than a bit of noise echoes down the passage to the East. Flynn and Wex freeze for a moment and listen, but nothing can be heard. You continue on your way into the next chamber. The hallway was unlit but as you get into the next room it is lit up by torchlight and candles. Its a pretty nice room, probably for one of the higher ranking members, but no one seems to be in here. The main room has a nice desk, some tables and shelves covered in books, rugs completely cover the floor in this chamber. There's also a small off shoot that has a bed and trunk tucked away in it.
After looking around for a bit Wex and Flynn give the call back to Mohpam and Sevrn that the room is clear and no one is in it. You all spread out and begin to look around trying to find anything you can. Sevrn you see some maps on a table and you call out to everyone else. Mopham was near the back of the cave and turned around to make his way over. Flynn on your way over to the map table you glance over as Mopham begins to step across one of the rugs. You see part of the rug have a rather odd and rather exceptional dip in the very center of it. You quickly scream at Mopham to stop! He's able to leap back before anything worse could happen. He grabs the rug end and flips it up and over revealing a whole in the floor with a rope ladder leading down.
Sevrn, as for the maps, spread open on one of the tables is a simple map of the Greenfields area showing the villages the cult attacked and looted. An arrow is sketched in from the Greenfields toward the west and the town of Beregost on the Trade Way, where the arrow turns north. A separate sheet of paper that is covered with numerals in columns contains the note, “Everything must be freighted north to Naerytar. Rezmir allowed us to keep some pearls, a ring, and a handful of small stones.” Other papers are of less interest; most of them have bad poetry about dragons. Mopham walking around towards the back end of the cave as you
"This might be a good a place as any to take a short rest and maybe figure out why those slippers and glasses are giving off a magical aura."
Sevrn will don the mask and secure the scabbard in place, then take watch adjacent the East exit while the party rests.
OOC: In Sevrn's experience would 'detect good and evil' work to identify whether an object was cursed (or blessed)?
OOC2: Is Flynn generally holding on to the party's gold/treasure? (I'm ok with that)
OOC > How many dragon masks do we have? I count three, two from the front room, and one who came out of this room with the cultists. That's enough for Seven, Flynn, and Wex... maybe we have to pull a Chewie in the Detention Block scheme with Mopham?
Wex will also strap on a dragon mask, and an empty scabbard (chances his sword fits are slim, but it still makes the disguise). "I'm not in much need of a rest, but if anyone else needs it, I'm willing."
If the party wants to rest, he will settle in for the short rest to examine the... glasses, trying them on, fiddling with them, etc. He will hand them to Flynn, too, in case he has any insights. If we discover what they are about right away, he will switch to the slippers.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
OOC: detect good/evil wont really sense anything on an object like that.
All of you take a quick respite. Sitting down resting for a bit, grabbing what you need to finish your "disguises". Wex sits down and checks out the strange glasses. They're more like goggles, with a strap that goes around the back of the head. Strange looking lenses that are a tint of greenish-blue. Wex you hold them up to your eyes and peer through them, looking around the room. Everything seems to look normal to you. Taking them off you hand them over to Flynn as you pick up the little black slippers. They look normal enough. Black leather on top of a deep purple sole. You move them around in the firelight and catch a sheen on them, but only in certain spots. Moving them to and fro you catch the sheen and trace it around the slippers, its an odd outline that almost looks like a faint web motif around the slippers, made with a strange type of thread. Tracing it with a finger you feel the outline immediately sticking to it! It actually takes quite a bit of effort to peel your finger from it.
Flynn, you take a look at the strange goggles Wex handed you. Not really sure what else to do, you slip them on your head and look around the room. The room, and everyone in it, looks normal in the flickering torchlight. You're not really sure what they're supposed to do, you were just going to take them off when your gaze went down the hallway your party came from. You do a double take as you slowly rise to your feet unsure if what you're seeing is correct. You leave Wex fiddling with the slippers as you make your way to the hallway......the unlit hallway that you could see nothing in before, but now you can see in it all of a sudden. You walk into it and raise the goggles up to make sure. The torchlight fades into blackness a bit into the hallway so you walk to its edge and pull the goggles back on. You can see down the hallway! Albeit, its in strange shades of grays but you can see nonetheless!
OOC: Flynn, what you've got on is a pair of Goggles of Night
Wex will try on the slippers, though he feels foolish doing so, and take some tentative steps. Then he will try the obvious, putting a foot on a wall... and if possible, then the other foot.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
Wex, you take off the boots you have on and take this tiny slipper and look at your foot. You think there's no way its going to fit! As you slip in your toes and pull along the back of the slipper it stretches and easily slides onto your foot. It's a perfect fit, but they looked way smaller originally. You grab the other one and it slides on perfectly fitting onto your other foot. Walk over to the wall and very speculatively, place one foot onto the wall. It sticks to the rough cave wall rather well. Still unsure how this is going to turn out, you give an awkward little jump, bringing the other foot just off the ground for a second while putting your weight onto the foot stuck to the wall. It held rather well! Throwing caution away you raise your foot from the ground and place it onto the wall next to your other foot. Its a strange feeling indeed, you know that gravity would have you pulled down to the cave floor, and you even test it by pulling out a copper piece and letting it drop. Sure enough, it drops to the floor not the wall, but you're feeling none of those effects. For all intents and purposes, the wall is now down for you. Mopham's jaw drops as he watches this take place, just staring at you standing on the wall!
OOC: you now understand how the drunkard of a human snuck into this place so easily.... You've got yourself a pair of Slippers of Spider Climbing
OOC: Ok, make sure everyone takes their short rest, using hit dice if wanted/needed and resetting any abilities!.
Hit Dice 1: 5
OOC > Wex has taken his short rest, did not need hit dice.
He climbs back down to the floor, and sits to take off the slippers, shaking his head. "I'm not even sure how these would help me. Someone with a bow, maybe, could stand on a wall and shoot?"
He offers them up for anyone who wants them.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
OOC sorry for delay
would rather just split the gold evenly as opposed to holding everything
"fellas, with these glass thingies i can see in the dark" gives a menacing laugh
Laissez les bons temps rouler
"Flynn, you should take the slippers." <<Allowing himself the rare smile>> "I'll admit, the idea of seeing Mopham charge down the wall is absolutely terrifying."
OOC: apologies for not keeping up, how much should we each be holding in gold since we left the town (I'll start keeping track)?
"If there was nothing else in that room, lets continue East. Flynn should scout ahead - preferably on the roof and out of sight now that you can manage it. Wex, if you take point behind him, Mopham and I will take the rear. Signal us as necessary - and let's start taking out the lights as we go, it can only benefit us while we're dealing with cultists."
Sevrn will hand Mopham the lantern and then extinguish the torches. He'll then rest a hand on Mopham's shoulder to begin leading him along.
if no objections Flynn will take the slippers as well
with goggles on Flynn goes to the ceiling of the tunnel and creeps forward
Stealth 7
OOC new toys and a freakin nat 1
Laissez les bons temps rouler
No objections. Wex will follow Flynn in the dark, as quietly as he can in his new armor. Which is not very quietly.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
Still getting used to the whole walking on walls/ceiling Flynn trips while making his first attempt and more than a bit of noise echoes down the passage to the East. Flynn and Wex freeze for a moment and listen, but nothing can be heard. You continue on your way into the next chamber. The hallway was unlit but as you get into the next room it is lit up by torchlight and candles. Its a pretty nice room, probably for one of the higher ranking members, but no one seems to be in here. The main room has a nice desk, some tables and shelves covered in books, rugs completely cover the floor in this chamber. There's also a small off shoot that has a bed and trunk tucked away in it.
Wex will look about with his Eldritch Sight (Detect Magic) before deciding where to investigate.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
OOC: everyone moving around and searching through stuff roll me a Perception Check please.
Wex, you and Flynn stop near the entrance and just do a cursory glance, but, Wex, you sense no magic coming from anything in the room.
Perception: 21
OOC: woohoo nat 20
Laissez les bons temps rouler
After looking around for a bit Wex and Flynn give the call back to Mohpam and Sevrn that the room is clear and no one is in it. You all spread out and begin to look around trying to find anything you can. Sevrn you see some maps on a table and you call out to everyone else. Mopham was near the back of the cave and turned around to make his way over. Flynn on your way over to the map table you glance over as Mopham begins to step across one of the rugs. You see part of the rug have a rather odd and rather exceptional dip in the very center of it. You quickly scream at Mopham to stop! He's able to leap back before anything worse could happen. He grabs the rug end and flips it up and over revealing a whole in the floor with a rope ladder leading down.
Sevrn, as for the maps, spread open on one of the tables is a simple map of the Greenfields area showing the villages the cult attacked and looted. An arrow is sketched in from the Greenfields toward the west and the town of Beregost on the Trade Way, where the arrow turns north. A separate sheet of paper that is covered with numerals in columns contains the note, “Everything must be freighted north to Naerytar. Rezmir allowed us to keep some pearls, a ring, and a handful of small stones.” Other papers are of less interest; most of them have bad poetry about dragons. Mopham walking around towards the back end of the cave as you
Sevrn will take the maps and sheet of paper for the party to decipher later. He'll then turn around and look down the hole.
"Flynn?"
Flynn goes over to Sevrn and looks down the hole
Laissez les bons temps rouler
"They surely know we are here," Wex says. "I do not relish the idea of crawling down there."
Perception roll for previous checking of room, fwiw: 13
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me