After assisting with ear harvesting, Garavant follows Sila into the area north of the orc "massacre" site. He moves closer to where she searches the skeletons, ready to jump into action should any danger pop up. He seamlessly blends into shadow, almost seeming to disappear.
Sila reaches the skeletons to the north in complete silence. The skeletons near the door are those of orcs killed long ago; their remains show signs of severe scorching. Rusted axe heads lie near the bodies, with no sign of the weapons’ hafts.
Whilst inspecting the bodies, Sila notices a counterweight mechanism within the door frame; it might be possible to disable the mechanism using small (thieves’) tools, but she cannot deduce the purpose of the mechanism.
Bree and Garavant also move up silently to join Sila, Bree cannot detect any magic with the remaining enhancement to her vision. You all determine that the iron gate to the west could either be opened using thieves’ tools or brute strength, depending on how noisy you are prepared to be.
The running water noise is clearly audible from the bottom of the large stone stairs, although its source is not visible from this angle. The buzzing remains, and is also impossible to place, although the erratic pitch changes suggest that it may be organic in nature.
Lucy looks at other adventurers in wonder. She can't understand why they feel hesitation to kill sleeping orcs. The ever boiling anger inside Lucy gives the bladesinger nearly limitless bravery and ruthlessness. But in return it takes away her sympathy toward others. In Lucy's eyes, enemies are enemies and nothing can change the fact. No matter how they look helpless, pitiful, or helping a wet stray puppy in rainy day. But Lucy lives long enough to know that telling what she really feels makes people uneasy. So she decide to leave it in her heart.
"So this is Dwarf ruin! I knew it! Orcs can't make such architecture!" For a moment, Lucy's eyes glares with ambitious and desire. But soon she remembers that they are still in enemy's territory. And that shaman calling help means her ally could hide somewhere in the giant room. "Artemis!" Lucy calls to the owl. Artemis reluctantly spreads her wings and fries to check the source of the buzzing sound.
Sila gazes, her Jade green eyes showing her competitive awe as Garavant floats through the shadows towards her. Its so effortless for him, she's trained and trained her whole life to perfect her skills and still others are better. She must try harder. She looks with concern at the scorching on the orcs, thinking of giant fire-breathing bees then shakes her head with a grin and ponders other possibilities. history19
"Garavant, the counterweight here..." She points to it trying to make as little noise as possible. She glances around for another key hole just in case, but doesn't expect to find one. perception3
Bree looks at Lucy shouting (or at least not being very quiet (from the "!"s)) "I think we should try and be silent"
"Should we first explore this whole floor before going down? From what we see here" pointing at the orc corpses "I assume they probably live mostly on this level."
(( I am not totally clear on the exits of this room. Is it the door to the west, the one we came through and the path down, or was there another one? ))
[I believe its a wrought iron gate in the upper left of the cavern. An Iron door in the north wall (kind of blends in with the edge), and the large stair case leading down into buzzing dripping darkness below - I think the map is in the spoiler in case you missed it, but definitely helps to see the map]
Garavant glides up next to Sila and examines the area she has pointed out. He attempts to figure out what the counterweight might do. Perception 5
He whispers to Sila. "I wonder if they ran afoul of this mechanism,"he says quietly, tilting his head toward the orc skeletons.
After a moment, he slips his tool kit out of his pack, takes a long slow deep breath in, gently lets it go, and sets to work on disabling the counterweight. Dex w/Prof 18
Garavant glides to the door like a spectre and unpacks his tools. Working like a nimble savant, his fingers are almost a blur as he works levers, clippers and pliers to twist, snip and connect wires while avoiding any sudden release or triggering of the counterweight. After about five minutes he is done; whatever the counterweight used to do, it doesn’t do it anymore.
Meanwhile, Artemis carries out her recce of the stairs...
@Lucy:
The stairway twists and turns a long way downward. The floor has been cut into hundreds of shallow steps, but the walls and ceiling are still natural rock. About sixty feet down, a rushing stream spills from a narrow crack to the south and crosses the stairway, disappearing into a narrow, winding tunnel to the north. Hovering at the bottom of the stairs are four bat-like creatures with long snouts – they are clearly the source of the buzzing.
This post has potentially manipulated dice roll results.
Smiling at his success, she looks back to Lucy and seeing that she's sent her owl below, watches for its return cautiously, listening for any evidence that its flown into any trouble. perception7
Garavant breathes a long slow sigh of relief. There's a bead or two of sweat on his forehead, but a twinkle in his eye and a slight smile on his lips. He looks to Sila and speaks softly. "Shall we gather the others?"He raises a hand and motions the rest of the group toward the deactivated door--and perhaps the dwarven treasures that lie beyond.
"Sorry…Just think that I might get a clue of the Sun Needl…." Lucy suddenly cuts her word off and looks away from Bree. "Never mind. My owl found something batty down that stairway.They are causing the buzzing sound. No sight of Orcs or the Ogre and it's pets. You're right Halfling. They are probably on this level" Lusyraises her hand to answer Garavant and walks toward the northern door.
You gather at the northern door, which swings open easily under Garavant's push now that the counterweight is disabled. At first glance the room beyond is disappointing; ten feet deep by 15 wide and practically empty; just a lone longbow leaning in the corner and a couple of potion bottles.
After a brief look around however you spot two 20-gallon drums with open lids. Inside them appears to be to different liquids, noxious smelling and reminiscent of a crude torch. Metal pipework connects the drums to each other and a series of vents around the doorway, presumably as part of a trap that the counterweight was designed to trigger.
This post has potentially manipulated dice roll results.
Sila moves forward carefully towards the longbow and potion bottles. Looking about and up in the room wary of why such a complex trap would be laid in here. "There must be more too this ... why bother?" She wraps her hands in cloth or gloves if she has them before picking up the Longbow to study it aware of where she is. She looks it over carefully. arcana17history14
(Arcana, History. Expertise in Woodcarving lends you additional insight when you examine wooden objects, such as figurines or arrows - and hopefully the bow in respect to the wood used to imply intent should it be magical or how skillful the crafter was.)
You cannot determine any historical significance from the bow's design, although the materials and craftsmanship are excellent; likely dwarven, given the lack of decoration and the commitment to function (excellent though it is). It seems to have been carved from finest yew wood, every carved line matching the grain so well that the crafter must have spent a lifetime finding a piece to match their design so perfectly. The only concession to artistry seems to be a thin band of runes inscribed above the grip; you recognise symbols relating to 'power' and 'duty' which indicate that the bow must possess magical properties (OOC a short rest is required to determine the bow's full powers, or they may be discovered when used).
Sila looks back to the others, "This bow is magical but I need to either use it or study it for at least an hour to determine how. Gesturing at the symbols on the bow - this means 'Power' and this mean 'Duty'. Considering the style and where we are, it looks of dwarven design. I'd like to hang on to it to test in next battle unless you'd like to..." she looks at Lucy.
She then glances down at the potion bottles. "There's also those."
This post has potentially manipulated dice roll results.
Garavant peers about the chamber as others inspect the bow and bottles. "This can't be all there is here..." he says quietly as he looks for signs of another secret doorway or something similar.
Perception 16
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
After assisting with ear harvesting, Garavant follows Sila into the area north of the orc "massacre" site. He moves closer to where she searches the skeletons, ready to jump into action should any danger pop up. He seamlessly blends into shadow, almost seeming to disappear.
Stealth 35
Sila reaches the skeletons to the north in complete silence. The skeletons near the door are those of orcs killed long ago; their remains show signs of severe scorching. Rusted axe heads lie near the bodies, with no sign of the weapons’ hafts.
Whilst inspecting the bodies, Sila notices a counterweight mechanism within the door frame; it might be possible to disable the mechanism using small (thieves’) tools, but she cannot deduce the purpose of the mechanism.
Bree and Garavant also move up silently to join Sila, Bree cannot detect any magic with the remaining enhancement to her vision. You all determine that the iron gate to the west could either be opened using thieves’ tools or brute strength, depending on how noisy you are prepared to be.
The running water noise is clearly audible from the bottom of the large stone stairs, although its source is not visible from this angle. The buzzing remains, and is also impossible to place, although the erratic pitch changes suggest that it may be organic in nature.
Lucy looks at other adventurers in wonder. She can't understand why they feel hesitation to kill sleeping orcs. The ever boiling anger inside Lucy gives the bladesinger nearly limitless bravery and ruthlessness. But in return it takes away her sympathy toward others. In Lucy's eyes, enemies are enemies and nothing can change the fact. No matter how they look helpless, pitiful, or helping a wet stray puppy in rainy day. But Lucy lives long enough to know that telling what she really feels makes people uneasy. So she decide to leave it in her heart.
"So this is Dwarf ruin! I knew it! Orcs can't make such architecture!" For a moment, Lucy's eyes glares with ambitious and desire. But soon she remembers that they are still in enemy's territory. And that shaman calling help means her ally could hide somewhere in the giant room. "Artemis!" Lucy calls to the owl. Artemis reluctantly spreads her wings and fries to check the source of the buzzing sound.
Perception:23
Stealth: 20
Sila gazes, her Jade green eyes showing her competitive awe as Garavant floats through the shadows towards her. Its so effortless for him, she's trained and trained her whole life to perfect her skills and still others are better. She must try harder. She looks with concern at the scorching on the orcs, thinking of giant fire-breathing bees then shakes her head with a grin and ponders other possibilities. history 19
"Garavant, the counterweight here..." She points to it trying to make as little noise as possible. She glances around for another key hole just in case, but doesn't expect to find one. perception 3
Bree looks at Lucy shouting (or at least not being very quiet (from the "!"s)) "I think we should try and be silent"
"Should we first explore this whole floor before going down? From what we see here" pointing at the orc corpses "I assume they probably live mostly on this level."
(( I am not totally clear on the exits of this room. Is it the door to the west, the one we came through and the path down, or was there another one? ))
[I believe its a wrought iron gate in the upper left of the cavern. An Iron door in the north wall (kind of blends in with the edge), and the large stair case leading down into buzzing dripping darkness below - I think the map is in the spoiler in case you missed it, but definitely helps to see the map]
(( And the counterweight is in the door in the north right? (I saw the map, but wasn't sure if there was a door in the north or not) ))
(You entered this room from the south. West is the wrought iron gate and North is the door with counterweight)
Garavant glides up next to Sila and examines the area she has pointed out. He attempts to figure out what the counterweight might do. Perception 5
He whispers to Sila. "I wonder if they ran afoul of this mechanism," he says quietly, tilting his head toward the orc skeletons.
After a moment, he slips his tool kit out of his pack, takes a long slow deep breath in, gently lets it go, and sets to work on disabling the counterweight. Dex w/Prof 18
Garavant glides to the door like a spectre and unpacks his tools. Working like a nimble savant, his fingers are almost a blur as he works levers, clippers and pliers to twist, snip and connect wires while avoiding any sudden release or triggering of the counterweight. After about five minutes he is done; whatever the counterweight used to do, it doesn’t do it anymore.
Meanwhile, Artemis carries out her recce of the stairs...
@Lucy:
The stairway twists and turns a long way downward. The floor has been cut into hundreds of shallow steps, but the walls and ceiling are still natural rock. About sixty feet down, a rushing stream spills from a narrow crack to the south and crosses the stairway, disappearing into a narrow, winding tunnel to the north. Hovering at the bottom of the stairs are four bat-like creatures with long snouts – they are clearly the source of the buzzing.
Smiling at his success, she looks back to Lucy and seeing that she's sent her owl below, watches for its return cautiously, listening for any evidence that its flown into any trouble. perception 7
Garavant breathes a long slow sigh of relief. There's a bead or two of sweat on his forehead, but a twinkle in his eye and a slight smile on his lips. He looks to Sila and speaks softly. "Shall we gather the others?" He raises a hand and motions the rest of the group toward the deactivated door--and perhaps the dwarven treasures that lie beyond.
Sila doesn't hear any sign of trouble from down the stairs, where Artemis flew down almost silently to scout. She can't even hear the owl anymore.
"Sorry…Just think that I might get a clue of the Sun Needl…." Lucy suddenly cuts her word off and looks away from Bree. "Never mind. My owl found something batty down that stairway.They are causing the buzzing sound. No sight of Orcs or the Ogre and it's pets. You're right Halfling. They are probably on this level" Lusy raises her hand to answer Garavant and walks toward the northern door.
"The sun what? Is the sun down there?" Bree says as she follows behind Lucy towards the others.
You gather at the northern door, which swings open easily under Garavant's push now that the counterweight is disabled. At first glance the room beyond is disappointing; ten feet deep by 15 wide and practically empty; just a lone longbow leaning in the corner and a couple of potion bottles.
After a brief look around however you spot two 20-gallon drums with open lids. Inside them appears to be to different liquids, noxious smelling and reminiscent of a crude torch. Metal pipework connects the drums to each other and a series of vents around the doorway, presumably as part of a trap that the counterweight was designed to trigger.
Sila moves forward carefully towards the longbow and potion bottles. Looking about and up in the room wary of why such a complex trap would be laid in here. "There must be more too this ... why bother?" She wraps her hands in cloth or gloves if she has them before picking up the Longbow to study it aware of where she is. She looks it over carefully. arcana 17 history 14
(Arcana, History. Expertise in Woodcarving lends you additional insight when you examine wooden objects, such as figurines or arrows - and hopefully the bow in respect to the wood used to imply intent should it be magical or how skillful the crafter was.)
@Sila:
You cannot determine any historical significance from the bow's design, although the materials and craftsmanship are excellent; likely dwarven, given the lack of decoration and the commitment to function (excellent though it is). It seems to have been carved from finest yew wood, every carved line matching the grain so well that the crafter must have spent a lifetime finding a piece to match their design so perfectly. The only concession to artistry seems to be a thin band of runes inscribed above the grip; you recognise symbols relating to 'power' and 'duty' which indicate that the bow must possess magical properties (OOC a short rest is required to determine the bow's full powers, or they may be discovered when used).
Sila looks back to the others, "This bow is magical but I need to either use it or study it for at least an hour to determine how. Gesturing at the symbols on the bow - this means 'Power' and this mean 'Duty'. Considering the style and where we are, it looks of dwarven design. I'd like to hang on to it to test in next battle unless you'd like to..." she looks at Lucy.
She then glances down at the potion bottles. "There's also those."
Garavant peers about the chamber as others inspect the bow and bottles. "This can't be all there is here..." he says quietly as he looks for signs of another secret doorway or something similar.
Perception 16