Cas, not having darkvision stumbles around a bit and curses in a language most don't know (Draconic) before managing to pull out and light a torch. He then looks around the room with great interest, upon noticing the gas, he tries to identify it (he has prof in alchemy and poison tools, can I use that to help?)
Rollback Post to RevisionRollBack
So far this session I have hit my teammates twice, flat-out missed 3 times, and only hit the enemy twice. Trust me, you don't want to borrow my dice.
It takes you much longer to light the torch than usual. When it does light it sputters and glows redly, more than normal fire would. It also is much dimmer, only giving about half of the light as usual.
You can have advantage on a Nature (Int) check if you want to try to figure out the gas, due to your other profs.
Opal looks around, but, as usual doesn't say anything. His eyes fall on the domed shape on the floor.
D20: 19 (same roll for investigation or perception)
When the group acts as though they are ready to proceed through the door, Opal puts the hood of his cloak up and hisses in a hoarse voice, "Allow me," before silently moving forward on his cat feet. He inspects the door to make sure it is not trapped and if it is locked.
The shape in the center of the chamber appears to be a small alcove, protected by a half-dome with the open end facing toward the door in the east wall. This alcove is set in a recessed, shallow, tiled well, one foot deep and ten feet wide. The alcove itself is four feet high. The recess contains some sort of display.
The display appears to be a diorama depicting a hunting party of Olman warriors, in feathers and deer-hide garments, in a mountainside scene. Some have pulled down a stag with the aid of a dog, another group is cleaning a small mule deer, and others have cornered a panther with their spears. A scout watches the panther from an outcropping above. He holds a metal staff with a loop in its end. It looks like a shepherd’s crook.
The three niches on both the northern and southern walls are five feet wide and about three feet off the floor. Each niche contains a diorama depicting some aspect of tribal life. The six-inch-tall figures in all of the displays appear to be made of stucco, realistically and brightly painted. The scenes portrayed represent fishing, farming, religion, warfare, the creation story, and crafting.
Center Display. The diorama in the alcove holds twelve tribal warriors, one scout, a mastiff, a panther, and some deer.
Niche. In a river scene, a dozen commoners gather rushes, fish with nets, and carve a dugout.
Niche. Twelve commoners are engaged in farming, planting maize and harvesting wheat. Five tribal warriors stand guard, and a cult fanatic (priest) in a bird costume is blessing the fields.
Niche. The display portrays a temple upon a tiered pyramid. Seven commoners are bringing small offerings of gold and jade. Before the temple stands a cult fanatic handling a constrictor snake. Around him stand three costumed tribal warriors. One, dressed as a winged serpent, holds a spear; another is dressed as a bear with razor claws; the third represents a coyote holding a torch. There are also several stone statues of the gods.
Niche. A scene of tribal warfare involves twenty tribal warriors in combat. The ten warriors of one side are painted black, while the ten others are done in red.
Niche. This display depicts the creation of the world, all the statuettes are stylized and obviously nonhuman. A god, adorned in green quetzal feathers, is mixing ashes with blood to form sculptures of a man and woman, while four towering figures painted red, black, blue, and white are standing about a fire committing suicide with their daggers. Two smaller figures are ringed by the four — the modest “Pimply One” is being consumed by the fire, while the braggart “Lord of Snails” cowers in fear.
Niche. In a scene that shows various forms of crafting, twelve commoners are busy weaving rugs and baskets, carving totems, making pots, grinding stones for weapons, and making clothes.
Sinsil will jot down notes on the rooms arrangement, creating a diagram that shows the alcove and the position of the Niches and the content of each. She'll try and make it as precise and presentable as possible.
Calligraphy Tools (d20 + proficiency and I'll let you add whatever ability you find fitting): 21
She is quite detailed and makes a very credible sketch of each diagram as she does so. Though she notices one of her companions is already lifting a figure from one of the scenes as she works.
ok
Cas, not having darkvision stumbles around a bit and curses in a language most don't know (Draconic) before managing to pull out and light a torch. He then looks around the room with great interest, upon noticing the gas, he tries to identify it (he has prof in alchemy and poison tools, can I use that to help?)
So far this session I have hit my teammates twice, flat-out missed 3 times, and only hit the enemy twice. Trust me, you don't want to borrow my dice.
It takes you much longer to light the torch than usual. When it does light it sputters and glows redly, more than normal fire would. It also is much dimmer, only giving about half of the light as usual.
You can have advantage on a Nature (Int) check if you want to try to figure out the gas, due to your other profs.
"Now i can agree with that!" Shieldbiter says to Cas.
Cas grumbles a bit, trying to identify the gas
4
So far this session I have hit my teammates twice, flat-out missed 3 times, and only hit the enemy twice. Trust me, you don't want to borrow my dice.
Was that with advantage?
(it rolled 2 3s XD)
So far this session I have hit my teammates twice, flat-out missed 3 times, and only hit the enemy twice. Trust me, you don't want to borrow my dice.
We are waiting for Larry and Opal to post yet...
Well, after I fail to identify the gas,
Cas inspects the Niches
So far this session I have hit my teammates twice, flat-out missed 3 times, and only hit the enemy twice. Trust me, you don't want to borrow my dice.
Opal looks around, but, as usual doesn't say anything. His eyes fall on the domed shape on the floor.
D20: 19 (same roll for investigation or perception)
When the group acts as though they are ready to proceed through the door, Opal puts the hood of his cloak up and hisses in a hoarse voice, "Allow me," before silently moving forward on his cat feet. He inspects the door to make sure it is not trapped and if it is locked.
Investigation: 19
If it is trapped, he attempts to disarm the trap.
DEX: 9
If it is locked:
DEX + proficiency for thieves' tools: 28
Cas follows, bringing up the rear, watching for signs of being followed as we go
Perception: 18
So far this session I have hit my teammates twice, flat-out missed 3 times, and only hit the enemy twice. Trust me, you don't want to borrow my dice.
Ok, we are not ready to leave the room yet... Hold on there for a bit, I'll keep the rolls you made for when we do get to that...
The shape in the center of the chamber appears to be a small alcove, protected by a half-dome with the open end facing toward the door in the east wall. This alcove is set in a recessed, shallow, tiled well, one foot deep and ten feet wide. The alcove itself is four feet high. The recess contains some sort of display.
The display appears to be a diorama depicting a hunting party of Olman warriors, in feathers and deer-hide garments, in a mountainside scene. Some have pulled down a stag with the aid of a dog, another group is cleaning a small mule deer, and others have cornered a panther with their spears. A scout watches the panther from an outcropping above. He holds a metal staff with a loop in its end. It looks like a shepherd’s crook.
The three niches on both the northern and southern walls are five feet wide and about three feet off the floor. Each niche contains a diorama depicting some aspect of tribal life. The six-inch-tall figures in all of the displays appear to be made of stucco, realistically and brightly painted. The scenes portrayed represent fishing, farming, religion, warfare, the creation story, and crafting.
Cas slides past the rest of the party and checks the room for traps:
Perception/Investigation (I have the same mod for both): 21
Assuming hes doesn't find any, he then proceeds to inspect each of the niches
Investigation: 17
So far this session I have hit my teammates twice, flat-out missed 3 times, and only hit the enemy twice. Trust me, you don't want to borrow my dice.
Center Display. The diorama in the alcove holds twelve tribal warriors, one scout, a mastiff, a panther, and some deer.
Niche. In a river scene, a dozen commoners gather rushes, fish with nets, and carve a dugout.
Niche. Twelve commoners are engaged in farming, planting maize and harvesting wheat. Five tribal warriors stand guard, and a cult fanatic (priest) in a bird costume is blessing the fields.
Niche. The display portrays a temple upon a tiered pyramid. Seven commoners are bringing small offerings of gold and jade. Before the temple stands a cult fanatic handling a constrictor snake. Around him stand three costumed tribal warriors. One, dressed as a winged serpent, holds a spear; another is dressed as a bear with razor claws; the third represents a coyote holding a torch. There are also several stone statues of the gods.
Niche. A scene of tribal warfare involves twenty tribal warriors in combat. The ten warriors of one side are painted black, while the ten others are done in red.
Niche. This display depicts the creation of the world, all the statuettes are stylized and obviously nonhuman. A god, adorned in green quetzal feathers, is mixing ashes with blood to form sculptures of a man and woman, while four towering figures painted red, black, blue, and white are standing about a fire committing suicide with their daggers. Two smaller figures are ringed by the four — the modest “Pimply One” is being consumed by the fire, while the braggart “Lord of Snails” cowers in fear.
Niche. In a scene that shows various forms of crafting, twelve commoners are busy weaving rugs and baskets, carving totems, making pots, grinding stones for weapons, and making clothes.
Cas attempts to dislodge one of the niche displays, just seeing if it can easily come out at first.
If it does not, he will then apply the crowbar: 10
So far this session I have hit my teammates twice, flat-out missed 3 times, and only hit the enemy twice. Trust me, you don't want to borrow my dice.
The figures come out easily.
Make me a dexterity check though, just straight dex though.
Sinsil will jot down notes on the rooms arrangement, creating a diagram that shows the alcove and the position of the Niches and the content of each. She'll try and make it as precise and presentable as possible.
Calligraphy Tools (d20 + proficiency and I'll let you add whatever ability you find fitting): 21
She is quite detailed and makes a very credible sketch of each diagram as she does so. Though she notices one of her companions is already lifting a figure from one of the scenes as she works.
Here goes straight dex: 22
:( apparently I've already corrupted these dice too...
So far this session I have hit my teammates twice, flat-out missed 3 times, and only hit the enemy twice. Trust me, you don't want to borrow my dice.
"So what are these things? Just for show? Do they belong here? Value or magic to anything?"
If they need help removing I can help to if we're packing these out.