Reyllnn frowns as she studies Reg. "The armor is certainly serviceable, but it looks awful and smells even worse. Let me help you with that." She then casts Prestidigitation, quickly polishing all the dirt and gore off the armor. The smell of death and decay is soon replaced by the faint scent of perfume. "Much better, wouldn't you agree?"
Reginald of Neverwinter:
Reg nods his thanks, saying, "Thank you, Reylinn, the armor is much cleaner now, and smells...and smells..." He falters a bit as instead of the tang of oil and steel he smells....flowers of some kind? Finishing somewhat lamely, he says "...nice."
If it has been 15 minutes, he will try to get over his fear...
Wisdom Save: 21
While the others are investigating the room to the north, Reg is carefully inspecting the 'danger' door and trying to see what he can in the darkness beyond (60" darkvision).
Perception: 20...reroll and take lower if still frightened: 16
Good point, everyone reroll a wisdom save for the fear condition. Reg you have shaken the fear you were faced with.
Elias will say: Cap, I found a couple of books you may like...a fully illustrated book of erotic poetry & a naval almanac for areas around Saltmarsh. Inside the third book was a paper that translates some common words to goblin.....what do you make of that?"
This post has potentially manipulated dice roll results.
Captain Blackhand: In diligent service to the party, Beric is distracted while searching for traps as something catches his eye. His heartbeat quickens as he quickly darts out his hand.
Sleight of Hand: 20
The Pirate nonchalantly pockets the book of poetry and gives Elias a knowing look. He takes the Almanac as well and then goes about his business with the locker as though nothing happened.
This post has potentially manipulated dice roll results.
Keric Mar:
WIS Save: 24
Keric casts an interested look at the book on tides, but picks up the book on Luz and flips through it. (Religion: 14 with guidace 3 to see if he knows anything about Luz).
Luz is the chaotic evildemigod of Deceit, Evil, Oppression, Pain, and Wickedness. Iuz is variously called "The Old One" and "Old Wicked," among other titles.
OOC: Luz is a demigod in the Greyhawk setting. I set this in the Forgotten Realms along the Sword Coast just because I know more of that setting.
Peering into the darkness, Reg reacts to Elias' comment, "Maybe whatever is behind this 'danger' door only speaks goblin--or has been trained to respond to those specific words in goblin." He thinks a bit more, adding, "perhaps whatever is back here is what frightened the old fisherman. Does anyone here speak goblin?"
OOC: Did Reg see anything through those wooden bars in the eastern 'danger' door with those Perception rolls and darkvision?
Reg checks the door. The bar across the doorway can be lifted out easy enough. The door is completely closed and there are no open cracks or anything to allow a view into the room without the door being opened.
Reg checks the door. The bar across the doorway can be lifted out easy enough. The door is completely closed and there are no open cracks or anything to allow a view into the room without the door being opened.
Reginald of Neverwinter:
OOC: Sorry, I thought it was a door with a window with vertical bars in it, like a prison cell door. I understand now.
"I can open this door when we are ready, although you may want those goblin command words ready..." says Reg, sheathing his sword so he can open the door but keeping his shield at the ready.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Keric frowns at the book, "A book on Luz, an evil god of pain and torment. A strange pairing with the other books. Perhaps they were keeping and tormenting some goblinoid in this room." He says, noding to the DANGER room. "We may find an abused and subjugated creature in there."
After seeing the parchment. "Aye, that could be smuggler's code. Door knocks maybe."
Captain Blackhand: Having more than a little experience with coded language and smuggler's tactics, the Pirate thoughtfully strokes his long black moustache as he examines the parchment.
The captain has seen this in his prior adventures aboard various ships. This is a signaling system that ships use when they are engaged in less than moral activities. It lets the ship know if the approaching vessel is friendly or not.
Once the others are ready and have finished their investigation of the smaller room, Reg will lift the wooden bar and open the door to the ‘danger’ room.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
This room is completely dark. Light spilling in from the large room behind you barely shows that the chamber is only about twelve feet across and the corners are filled with shadow. What little you can see is dingy and dirty. Once in the room, with your dark vision, you can see six old skeletons lying around the edges of the room. Walking carefully into the room, you hear a clattering sound as the old bones begin to move. You see three stand up on the northern wall and three stand up at the eastern wall.
I assume everyone is in the room. Quarters are tight so please check the image to verify if your position is where you want to be.
This post has potentially manipulated dice roll results.
Captain Blackhand: Following closely behind the others into the pitch darkness, Beric suddenly remembers he has torches. As he reaches into his pack, his eyes adjust enough to see the animated skeleton coming to life before his eyes.
Throat suddenly dry, a frightened screech is all the Captain can manage. Thinking quickly, instead of a torch he retrieves a bag of ball bearings from his pack. As he quickly sprinkles them across the hard stone floor, Beric shouts, "Follow me, ye skinless landlubbers!" Waving his arms frantically to get their attention, the Pirate sprints back down the hall.
Persuasion: 18
Action: Release Ball Bearings - 10ft x 10ft Square SE Corner
Good point, everyone reroll a wisdom save for the fear condition. Reg you have shaken the fear you were faced with.
Ghosts of Saltmarsh - DM
Everyone who had failed previously that is.
Ghosts of Saltmarsh - DM
Elias will say: Cap, I found a couple of books you may like...a fully illustrated book of erotic poetry & a naval almanac for areas around Saltmarsh. Inside the third book was a paper that translates some common words to goblin.....what do you make of that?"
Captain Blackhand: In diligent service to the party, Beric is distracted while searching for traps as something catches his eye. His heartbeat quickens as he quickly darts out his hand.
Sleight of Hand: 20
The Pirate nonchalantly pockets the book of poetry and gives Elias a knowing look. He takes the Almanac as well and then goes about his business with the locker as though nothing happened.
"Not all those who wander are lost." - J.R.R. Tolkien
Keric Mar:
WIS Save: 24
Keric casts an interested look at the book on tides, but picks up the book on Luz and flips through it. (Religion: 14 with guidace 3 to see if he knows anything about Luz).
Elias hands the Tides book to Keric as well.
Elias will point out the wooden box (near the lantern) to Cap so he can check for traps
Luz is the chaotic evil demigod of Deceit, Evil, Oppression, Pain, and Wickedness. Iuz is variously called "The Old One" and "Old Wicked," among other titles.
OOC: Luz is a demigod in the Greyhawk setting. I set this in the Forgotten Realms along the Sword Coast just because I know more of that setting.
Ghosts of Saltmarsh - DM
Reginald of Neverwinter:
Peering into the darkness, Reg reacts to Elias' comment, "Maybe whatever is behind this 'danger' door only speaks goblin--or has been trained to respond to those specific words in goblin." He thinks a bit more, adding, "perhaps whatever is back here is what frightened the old fisherman. Does anyone here speak goblin?"
OOC: Did Reg see anything through those wooden bars in the eastern 'danger' door with those Perception rolls and darkvision?
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
In the small wooden box are 12 candles and a small piece of parchment with the following words:
Long–short–short–short: “safe?”
Short–long–short–long: “safe.”
Long–long–long: “unload”
Ghosts of Saltmarsh - DM
Reg checks the door. The bar across the doorway can be lifted out easy enough. The door is completely closed and there are no open cracks or anything to allow a view into the room without the door being opened.
Ghosts of Saltmarsh - DM
Reginald of Neverwinter:
OOC: Sorry, I thought it was a door with a window with vertical bars in it, like a prison cell door. I understand now.
"I can open this door when we are ready, although you may want those goblin command words ready..." says Reg, sheathing his sword so he can open the door but keeping his shield at the ready.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Keric Mar:
Keric frowns at the book, "A book on Luz, an evil god of pain and torment. A strange pairing with the other books. Perhaps they were keeping and tormenting some goblinoid in this room." He says, noding to the DANGER room. "We may find an abused and subjugated creature in there."
After seeing the parchment. "Aye, that could be smuggler's code. Door knocks maybe."
If Beric wishes to, give an intelligence check for the scrap of parchment.
Ghosts of Saltmarsh - DM
Captain Blackhand: Having more than a little experience with coded language and smuggler's tactics, the Pirate thoughtfully strokes his long black moustache as he examines the parchment.
Intelligence: 14
"Not all those who wander are lost." - J.R.R. Tolkien
The captain has seen this in his prior adventures aboard various ships. This is a signaling system that ships use when they are engaged in less than moral activities. It lets the ship know if the approaching vessel is friendly or not.
Ghosts of Saltmarsh - DM
Reginald of Neverwinter:
Once the others are ready and have finished their investigation of the smaller room, Reg will lift the wooden bar and open the door to the ‘danger’ room.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
This room is completely dark. Light spilling in from the large room behind you barely shows that the chamber is only about twelve feet across and the corners are filled with shadow. What little you can see is dingy and dirty. Once in the room, with your dark vision, you can see six old skeletons lying around the edges of the room. Walking carefully into the room, you hear a clattering sound as the old bones begin to move. You see three stand up on the northern wall and three stand up at the eastern wall.
I assume everyone is in the room. Quarters are tight so please check the image to verify if your position is where you want to be.
Ghosts of Saltmarsh - DM
Initative
Elias 5
Shaul 13
Beric 20
Rellyn 14
Keric 18
Reginald 19
Skeletons 17
Ghosts of Saltmarsh - DM
Ghosts of Saltmarsh - DM
Captain Blackhand: Following closely behind the others into the pitch darkness, Beric suddenly remembers he has torches. As he reaches into his pack, his eyes adjust enough to see the animated skeleton coming to life before his eyes.
Throat suddenly dry, a frightened screech is all the Captain can manage. Thinking quickly, instead of a torch he retrieves a bag of ball bearings from his pack. As he quickly sprinkles them across the hard stone floor, Beric shouts, "Follow me, ye skinless landlubbers!" Waving his arms frantically to get their attention, the Pirate sprints back down the hall.
Persuasion: 18
Action: Release Ball Bearings - 10ft x 10ft Square SE Corner
DC: 10 Dex Save or fall prone
Movement: 30ft West
"Not all those who wander are lost." - J.R.R. Tolkien