Before the pair leave, "I suspect that won't take too long. Are you going to make your way down to the library once you're finished?"
Ruhvon puts a hand on the rogue's shoulder. "The grate is quite rusted," he says reaching into his cloak to pull out a flask of oil. "This should help in not alerting the guards."
This post has potentially manipulated dice roll results.
The three of you manage to get into a good hiding position inside the bushes. They're fairly dense and it's unlikely someone would notice you unless they're looking for you. You don't notice anything unusual as you enter your hiding spot.
The grate is rusted from years of neglect. Ruhvon is able to apply the oil carefully to the hinges and the liquid seeps into the rust. It will be a little easier to open now. Rothnar pulls on the grate to open it (I'll give you advantage to the strength check because of the oil). Strength: 19
You strain against years of rust and, the grate slowly opens. There's a quiet squeaking noise as it does so, but the oil helps it not be too loud. You pause and listen, but there doesn't seem to be any attention heading your way. The tunnel leading in from the grate is about two feet high and three feet wide. It appears to be straight and heads down at a moderate angle. You can see that, after about twenty feet, the sunlight fails to penetrate and it looks dark.To get inside, you'll have to crawl in single-file. What order would you like to enter?
Laza, Rothnar and Ruhvon make their way to the library with little event. At one point a guard passes you on their patrol but they pay you no attention. When you arrive, the front doors are open and a guard stands idly outside it. The grate that Rothnar found is in the bushes on the right-hand side of the library and is out of view of the guard at the front of the library. You don't notice any guards in the immediate vicinity and, based on your previous observations of their patrols, you estimate you have three minutes before any more will enter the area.
Brayton and Erik also reach the Enchanting Department with little event. The guard at the entrance (an older human with grey hair and tired eyes) looks up at you lazily "I'm surprised you're not at the Olympiad" he says in a bored tone "IDs please." He holds out his hand expectantly toward you.
Erik presents his badge "Well work still needs to be finished, some of us can't relax yet."
Rollback Post to RevisionRollBack
Felix Windfall (Human-V Lv.7 Rogue) killed in ToA,Vallan Houndstrider (Halfling Ghostwise Lv.1 Fighter) in DiA
"Your skills may be needed to disarm some traps. I will follow behind with a torch to provide you with some light." He removes a torch from his pack. "I will light it when we start in to make it harder for any patrols to see."
Laza, Rothnar and Ruhvon make their way to the library with little event. At one point a guard passes you on their patrol but they pay you no attention. When you arrive, the front doors are open and a guard stands idly outside it. The grate that Rothnar found is in the bushes on the right-hand side of the library and is out of view of the guard at the front of the library. You don't notice any guards in the immediate vicinity and, based on your previous observations of their patrols, you estimate you have three minutes before any more will enter the area.
Brayton and Erik also reach the Enchanting Department with little event. The guard at the entrance (an older human with grey hair and tired eyes) looks up at you lazily "I'm surprised you're not at the Olympiad" he says in a bored tone "IDs please." He holds out his hand expectantly toward you.
Erik presents his badge "Well work still needs to be finished, some of us can't relax yet."
Brayton hands over the badge. “Looks like we all drew the short straw today.”
"Yeah, I'd rather not be here too. don't fancy the Olympiad myself, but there's an ale with my name on it in the tavern..." The guard casually looks at your badges and up at your faces. Seeing your faces match the pictures on the badges he gives them back to you and waves you through "Have a nice day."
The main foyer of the Enchanting Department is a large open space with a few display cases containing magical items on the walls and posters showing the work of the academics. Some have been enchanted and the pictures and diagrams move of their own accord. On your left lies a lecture hall and on your right the way to the laboratories. At the opposite side of the foyer some stairs lead upward towards the offices. You know Tolith's office is on the first floor and you're able to head straight there. The door is fairly large and has a gold nameplate. It's shut, but you can see it appears to be empty through the frosted glass window.
Rothnar nods to the druid's plan and enters the tunnel.
You enter the tunnel that leads under the library, Rothnar in the lead, Ruhvon in the middle and Laza at the rear. You have to slither on your bellies as you head down into the tunnel. The surface of the tunnel is a bit slimy but you're able to keep progressing steadily. After about twenty feet the light from the outside fades and Ruhvon lights a torch. The smoke is a bit oppressive in the small space, but it's not too bad. Rothnar recalls from the plans your group stole that there is an alarm trap in the tunnel, so you keep a keen eye out for it. (Perception: 25) You notice a mesh of fine wires running across the width of the tunnel and you call a halt to the party so you can examine it. It appears to be a trap that is mechanical in nature.
Once Erik has detect magic up, Brayton will check to see if any of the cases are open to take the various objects along the way. If they are locked Brayton will leave them be.
(are the portraits like real people al la Hogwarts or just enchanted.... like the paintings aren’t going to snitch right?)
"Leaving traps here would also be good as we will know how to pass them. Just in case things to wrong and we need to escape quickly, this would confound our pursuers." Laza adds.
(DM: Does it look like we can easily crawl over the trip wires?)
Examining the wires, they form a fine mesh which covers the entire cross-section of the tunnel. As things stand, there's no way past without setting them off, although they look like the sort of thing you could disarm and remove with your thieves' tools. Doing so would remove the wires and allow you to progress down the tunnel. If you wanted to re-arm the trap as you leave, you could also do that with your thieves' tools but it would be a harder task.
This post has potentially manipulated dice roll results.
Rothnar shakes his head after inspecting the wire trap.
"No way to pass it. Perhaps I can rearm it on our way out but it could be tricky. " he produces some small hooks a small hammer and a little knive. "It would be tricky enough to disarm it in the first place..." he says.
He uses the hammer to put the little hooks on the celing, then he, very slowly, take one wire and keeping the tension move it towards the hook he placed in the cieling, so the wire or it tension breaks. Once the wire is secure, he proceeds with the next one. It's a slow process but he tries to do it calm and meticulosly.
Erik will cast Detect Magic to speed up the process. As he does he will check for any alarms or traps.
Investigation: 20
As you cast Detect Magic, you see a number of different sources of light appear all around your vision. There are two or three in the office in front of you, a number in the offices either side of you and a large number from below you in the laboratories. With a moment's thought you realise that this shouldn't be unexpected in a Department of the Arcaneum. Focusing on the lights, you conclude that the door itself isn't warded and the objects within the room are likely magical items of some sort. You don't see a reason to be particularly wary. As the examine the door, you become fairly confident that it's not trapped and there's nothing that might raise the alarm. The door is fairly solid and locked, however.
Once Erik has detect magic up, Brayton will check to see if any of the cases are open to take the various objects along the way. If they are locked Brayton will leave them be.
(are the portraits like real people al la Hogwarts or just enchanted.... like the paintings aren’t going to snitch right?)
You've never heard of sentient pictures, animated or otherwise. The moving images are mostly animated graphs and so on depicting the results of various arcane experiments. You causally examine the cases, such that if anyone saw you it wouldn't be suspicious. The cases are all locked and so you continue upstairs and join Erik by the locked door.
Rothnar shakes his head after inspecting the wire trap.
"No way to pass it. Perhaps I can rearm it on our way out but it could be tricky. " he produces some small hooks a small hammer and a little knive. "It would be tricky enough to disarm it in the first place..." he says.
He uses the hammer to put the little hooks on the celing, then he, very slowly, take one wire and keeping the tension move it towards the hook he placed in the cieling, so the wire or it tension breaks. Once the wire is secure, he proceeds with the next one. It's a slow process but he tries to do it calm and meticulosly.
You work calmly and methodically, disentangling wires one by one. You have a couple of close calls where a wire almost slipped from your tools but, after a few minutes, you've disarmed the trap. You made mental notes about the trap's construction in case you want to rearm it later. You're able to proceed down the tunnel if you wish.
Rothnar guides the others to the bushes covered entrance
"Go... " he looks around to be sure no one is watching " now..." he urges. He approaches it and opens it for the rest to enter.
Stealth: 17
Perception: 25
Thieve's tools: 20
Just any are needed:
PbP Character: A few ;)
Before the pair leave, "I suspect that won't take too long. Are you going to make your way down to the library once you're finished?"
Ruhvon puts a hand on the rogue's shoulder. "The grate is quite rusted," he says reaching into his cloak to pull out a flask of oil. "This should help in not alerting the guards."
The three of you manage to get into a good hiding position inside the bushes. They're fairly dense and it's unlikely someone would notice you unless they're looking for you. You don't notice anything unusual as you enter your hiding spot.
The grate is rusted from years of neglect. Ruhvon is able to apply the oil carefully to the hinges and the liquid seeps into the rust. It will be a little easier to open now. Rothnar pulls on the grate to open it (I'll give you advantage to the strength check because of the oil). Strength: 19
You strain against years of rust and, the grate slowly opens. There's a quiet squeaking noise as it does so, but the oil helps it not be too loud. You pause and listen, but there doesn't seem to be any attention heading your way. The tunnel leading in from the grate is about two feet high and three feet wide. It appears to be straight and heads down at a moderate angle. You can see that, after about twenty feet, the sunlight fails to penetrate and it looks dark.To get inside, you'll have to crawl in single-file. What order would you like to enter?
DM - Silver Blades homebrew
Vonrak Hammerstone - Fighter/Wizard: Pick and Play
Erik presents his badge "Well work still needs to be finished, some of us can't relax yet."
Felix Windfall(Human-V Lv.7 Rogue) killed in ToA, Vallan Houndstrider (Halfling Ghostwise Lv.1 Fighter) in DiA"I would go first but.. I don't see a think down there..." whispers Rothnar taking mental note that he should work on that.
PbP Character: A few ;)
Brayton hands over the badge. “Looks like we all drew the short straw today.”
"Your skills may be needed to disarm some traps. I will follow behind with a torch to provide you with some light." He removes a torch from his pack. "I will light it when we start in to make it harder for any patrols to see."
Rothnar nods to the druid's plan and enters the tunnel.
PbP Character: A few ;)
Laza takes a deep breath and follows into the sewers, saying "I hope we can finish this so we can get home for a bath soon. Lead the way."
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
"Yeah, I'd rather not be here too. don't fancy the Olympiad myself, but there's an ale with my name on it in the tavern..." The guard casually looks at your badges and up at your faces. Seeing your faces match the pictures on the badges he gives them back to you and waves you through "Have a nice day."
The main foyer of the Enchanting Department is a large open space with a few display cases containing magical items on the walls and posters showing the work of the academics. Some have been enchanted and the pictures and diagrams move of their own accord. On your left lies a lecture hall and on your right the way to the laboratories. At the opposite side of the foyer some stairs lead upward towards the offices. You know Tolith's office is on the first floor and you're able to head straight there. The door is fairly large and has a gold nameplate. It's shut, but you can see it appears to be empty through the frosted glass window.
DM - Silver Blades homebrew
Vonrak Hammerstone - Fighter/Wizard: Pick and Play
You enter the tunnel that leads under the library, Rothnar in the lead, Ruhvon in the middle and Laza at the rear. You have to slither on your bellies as you head down into the tunnel. The surface of the tunnel is a bit slimy but you're able to keep progressing steadily. After about twenty feet the light from the outside fades and Ruhvon lights a torch. The smoke is a bit oppressive in the small space, but it's not too bad. Rothnar recalls from the plans your group stole that there is an alarm trap in the tunnel, so you keep a keen eye out for it. (Perception: 25) You notice a mesh of fine wires running across the width of the tunnel and you call a halt to the party so you can examine it. It appears to be a trap that is mechanical in nature.
DM - Silver Blades homebrew
Vonrak Hammerstone - Fighter/Wizard: Pick and Play
"Should I try to disarm it? We should leave it as it is once we get out. If we want the framing thing to work... "
PbP Character: A few ;)
Erik will cast Detect Magic to speed up the process. As he does he will check for any alarms or traps.
Investigation: 7
Felix Windfall(Human-V Lv.7 Rogue) killed in ToA, Vallan Houndstrider (Halfling Ghostwise Lv.1 Fighter) in DiA(DM: Does it look like we can easily crawl over the trip wires?)
Once Erik has detect magic up, Brayton will check to see if any of the cases are open to take the various objects along the way. If they are locked Brayton will leave them be.
(are the portraits like real people al la Hogwarts or just enchanted.... like the paintings aren’t going to snitch right?)
"Leaving traps here would also be good as we will know how to pass them. Just in case things to wrong and we need to escape quickly, this would confound our pursuers." Laza adds.
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Examining the wires, they form a fine mesh which covers the entire cross-section of the tunnel. As things stand, there's no way past without setting them off, although they look like the sort of thing you could disarm and remove with your thieves' tools. Doing so would remove the wires and allow you to progress down the tunnel. If you wanted to re-arm the trap as you leave, you could also do that with your thieves' tools but it would be a harder task.
DM - Silver Blades homebrew
Vonrak Hammerstone - Fighter/Wizard: Pick and Play
Rothnar shakes his head after inspecting the wire trap.
"No way to pass it. Perhaps I can rearm it on our way out but it could be tricky. " he produces some small hooks a small hammer and a little knive. "It would be tricky enough to disarm it in the first place..." he says.
He uses the hammer to put the little hooks on the celing, then he, very slowly, take one wire and keeping the tension move it towards the hook he placed in the cieling, so the wire or it tension breaks. Once the wire is secure, he proceeds with the next one. It's a slow process but he tries to do it calm and meticulosly.
Thieves' Tools: 13
PbP Character: A few ;)
As you cast Detect Magic, you see a number of different sources of light appear all around your vision. There are two or three in the office in front of you, a number in the offices either side of you and a large number from below you in the laboratories. With a moment's thought you realise that this shouldn't be unexpected in a Department of the Arcaneum. Focusing on the lights, you conclude that the door itself isn't warded and the objects within the room are likely magical items of some sort. You don't see a reason to be particularly wary. As the examine the door, you become fairly confident that it's not trapped and there's nothing that might raise the alarm. The door is fairly solid and locked, however.
You've never heard of sentient pictures, animated or otherwise. The moving images are mostly animated graphs and so on depicting the results of various arcane experiments. You causally examine the cases, such that if anyone saw you it wouldn't be suspicious. The cases are all locked and so you continue upstairs and join Erik by the locked door.
DM - Silver Blades homebrew
Vonrak Hammerstone - Fighter/Wizard: Pick and Play
You work calmly and methodically, disentangling wires one by one. You have a couple of close calls where a wire almost slipped from your tools but, after a few minutes, you've disarmed the trap. You made mental notes about the trap's construction in case you want to rearm it later. You're able to proceed down the tunnel if you wish.
DM - Silver Blades homebrew
Vonrak Hammerstone - Fighter/Wizard: Pick and Play