This post has potentially manipulated dice roll results.
Qidira pleased to be able to open the door moves into the next area carefully and tending to stay along the wall to the south. She scans the room looking for any signs of trouble and stops to inspect what appears to be a door to the south. "Could I get another eye on this door here for traps? I'm not seeing any but I'm better at removing than finding."
(Don’t worry Jynne, that’s the scores that I can see and I trust you anyway)
(I have used passives wherever they are higher than your rolls)
Brandon searches the rubble, then inspects the chests and the lever. He finds no sign of traps or danger, although does see draconic runes scribed into the chests, near their hinges. On the lever by the north door he notices spots of faded red paint.
Durnham also sees no sign of danger as he heads over to read the writing on the wall.
@Durnham:
“Disease storage. Authorized personnel only.”
Ressys sees nothing of interest, just the chests to the east and doors to the north and south.
Qidira slides along the south wall and then inspects the south door. She sees no danger, and the door itself is unremarkable; unlocked, with no sign of traps.
Durnham steps back away from the northern door carefully. His hand shakes as he speaks with fear “That writing… it says there are diseases stored that way. I don’t know about the rest of you, but I’d rather not go that way if we can avoid it. If they stored something and put warnings on the door… how much worse could it be than the frigid woe? Don’t touch that lever! I can only guess that it opens the door”
He shudders a moment before turning to the others. “Does anyone see any other writing or signs about? Maybe we will be lucky and find a door labeled ‘cures’ or something?” And he laughs nervously.
Brandon takes a step back from the lever and the door as Durnham reads the Draconic writing “Diseases? More of that Frigid Woe? There is some sort of red paint or markings near the lever, whatever that means. There is also more of that writing, or at least something that looks like it, on those chests. I can’t make out any of it.” He points out the writing on the chests to Durnham.
“I think Durnham may be right.” Kotar spoke tuning his attention to the way their group came from.“If they dealt with diseases in this place, stocked them here, it just makes sense that they also kept the cures in this area. What worries me is the possibility that by touching something we trigger the armored sentinel to attack us here.”He focused his eyes and ear on the entrance, trying to caught any indication that the sentinel may be approaching. “A fight in this place could release who knows how many spores of a multitude of sickness.” The goliath then turned to younger dwarf. “Maybe we could use the magic hand thing to pull the lever and have your owl remain examining everything. Does your reading spell works through its eyes?”
If it worked, if they could do just that, then the chances of finding the cure could dramatically increase. And after finding what they came looking for, they could do just like Ressys suggested. The druid was right. That room should not be left alone. What it contained should be destroyed, lest someone find a way to mass produce any of the spores. The world had enough chaos by nature, it didn’t need that sort of thing spreading death.
Notes: Kotar tries to see/hear if anyone/anything, especially the animated armor is approaching.
Qidira completes her examination of the southern door and calls back as quietly as possible, "This door over here seems free of traps and doesn't appear locked. I don't see any writing near this one either. That actually seems odd as everything else seems to be labeled. Maybe one you have a look too?"
Durnham moves to the chests and lays a hand on each one to read the writing. As he moves he responds to Kotar’s suggestion.
”It’s a clever idea Kotar but the magic doesn’t work that way. I have to touch the surface the writing is on in order to understand it. Archimedes can’t touch it for me. He could enter dangerous areas as a scout but he’s rather frail. If he contracted some kind of disease or triggered some kind of defenses he wouldn’t survive much, and he’s rather expensive to summon so If we can avoid that it would be better.”
”As for this door here, I could pull the lever with the magic hand… if it isn’t too heavy or difficult… however I hesitate to open that door. It could be very dangerous to enter that room. I’d rather explore elsewhere for the cure and only go through there if we have no other options. Think on it… these people left something as dangerous as frigid woe behind a regular door in the first room… what could be so dangerous that they put it behind a door like that and have warnings all over it? I suggest we move south through Qidira’s unlocked door first.”
Ressys checks the north door that Durnham has just identified as leading to disease storage and notices tiny words carved into the foot of the door. Pointing it out to Durnham, the dwarf identifies the word as meaning ‘Disappear’.
Kotar keeps a keen watch for danger, but senses no sign of the animated armours nor any other danger.
Orvo stays huddled in the doorway to this room, mouth agape and eyes tracking every movement of the team.
Durnham runs his fingers over the draconic runes carved in the hinges of the chests and reads them: “Ice”
(Arcana check from anyone proficient in it please)
This post has potentially manipulated dice roll results.
“Thank you Winterwalker, I didn’t see those tiny words. They say… disappear…. I’m not sure what that means but it doesn’t sound good…”
After examining the chests Durnham lets the team know that they say “ice” on them. “I’m not sure why a chest would say Ice on it. Maybe we can open it with the mage hand, in case some kind of blast of cold comes out of it.”
Durnham sits back on his heels a moment as he looks about the room. He takes a deep breath, closes his eyes and begins a calming meditation. He calms his thoughts, slows his heartbeat and focuses on what he has seen, what he has learned. This place was full of ancient and powerful magic. But he has studied some of the theories and thoughts about the people of the pst. He has to have studied or learned about something useful. He lets his magical senses roam as he thinks and focuses on the magical energies around him 24 Arcana
As he roams through his mind palace, Durnham tries to bring any memories he has from his studies. Tries to find any fragments of knowledge about these animated armors Orvo spoke of. 11 History check
"Perhaps Durnham you can conduct your ritual to detect magic. That may shed some light on what we are facing. I would not be surprised to find the storage of these spores to be trapped as a defense against intruders." Ressys says
Considering the location and words of the inscriptions, these are likely to be components of magical traps on the chests and north door. You hypothesize that scratching out a rune could cause the trap to become inactive.
Ressys’ comments jar Durnham out of his thoughts. “Ah, yes I could use the ritual to detect magic… but I cannot do both rituals at the same time as they require concentration. I do believe I’ve figured out the writing in the chests and the door though. I think they’re magical traps. I may be able to disarm them by ruining some of the runes.” He then digs around for a small rock or piece of rubble he could use to scratch the runes out.
”I’ll use the other ritual for now but keep your eyes open for more writing. I may have to switch back and forth between the spells. Time consuming, but it could save our lives.”
Durnham then gets his spellbook out again and begins casting the ritual for detect magic. After 10 minutes the ritual completes and he will look around the room for any signs of magic.
Magical traps? Brandon lets a few worried thoughts cross his mind. A blast of cold from the chests perhaps, but he didn’t even want to think about what sort of magic would be linked to a word like disappear. He moves away from both the chests and the lever and positions himself next to the door to the south, ready to move through it if that is the path they take.
He is quiet as Durnham performs his rituals, but is eager to move on. “I agree we should avoid the room with the lever for now. But if there are magical traps, then surely they protect something of great value. We should search this place fully while we are here.”
Durnham scratches away the runes carved by the chests’ hinges and on the north door; nothing seems to happen.
The rest of the party stand around while Durnham carries out his Detect Magic ritual. Orvo stands in a corner quietly, shuffling from foot to foot to stay warm.
Once Durnham has completed his ritual, he looks around the room.
@Durnham:
The areas where you scratched out the runes are marked by fading, colourless static; you appear to have disrupted whatever wards had been placed there.
The room does not give off any sign of magic in the walls or floor.
The chests themselves are not magical, but through their walls you detect a faint, familiar glow of nova blue – Frigid Woe, two vials in each chest.
Durnham hisses as he sees the glow from the chests. “These chests and the door are disarmed but the chests have frigid woe inside. If you really want to get rid of any future threat of frigid woe, there it is.”
This post has potentially manipulated dice roll results.
Qidira keeps her distance from the door as Ressys' opens it, drawing her crossbow and crouching to make herself an even smaller target as she moves forward across the rubble. She studies it as she heads towards the northern side of the room trying to determine what could have caused this type of damage. She moves stealthily as to not disturb it in case something lies within, remembering the large rats that used to nest among the rocks and rubble of the city.
This post has potentially manipulated dice roll results.
Brandon turns as Ressys attempts to open the northern door, traps removed or not, he was still not sure what lie beyond. He moves back toward the door, stepping carefully in the broken rubble and tries to get between Durnham and Qidira and the door. He doesn’t enter if the door opens, but will attempt to look through the opening to determine what appears, focusing on any threats or objects visible in the doorway.
Ressys tries to open the north door but it does not budge; it appears to be locked. The lock could be susceptible to picking, or you could try forcing it with strength.
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Qidira pleased to be able to open the door moves into the next area carefully and tending to stay along the wall to the south. She scans the room looking for any signs of trouble and stops to inspect what appears to be a door to the south. "Could I get another eye on this door here for traps? I'm not seeing any but I'm better at removing than finding."
perception 10 for room scan
investigation 9 for closer view of door without touching or moving too close yet.
(sorry about the banner - original rolls were 22 and 5 respectively - I went back to fix a word and it triggered - I can reroll if you prefer)
(Don’t worry Jynne, that’s the scores that I can see and I trust you anyway)
(I have used passives wherever they are higher than your rolls)
Brandon searches the rubble, then inspects the chests and the lever. He finds no sign of traps or danger, although does see draconic runes scribed into the chests, near their hinges. On the lever by the north door he notices spots of faded red paint.
Durnham also sees no sign of danger as he heads over to read the writing on the wall.
@Durnham:
“Disease storage. Authorized personnel only.”
Ressys sees nothing of interest, just the chests to the east and doors to the north and south.
Qidira slides along the south wall and then inspects the south door. She sees no danger, and the door itself is unremarkable; unlocked, with no sign of traps.
Durnham steps back away from the northern door carefully. His hand shakes as he speaks with fear “That writing… it says there are diseases stored that way. I don’t know about the rest of you, but I’d rather not go that way if we can avoid it. If they stored something and put warnings on the door… how much worse could it be than the frigid woe? Don’t touch that lever! I can only guess that it opens the door”
He shudders a moment before turning to the others. “Does anyone see any other writing or signs about? Maybe we will be lucky and find a door labeled ‘cures’ or something?” And he laughs nervously.
Noob
Brandon takes a step back from the lever and the door as Durnham reads the Draconic writing “Diseases? More of that Frigid Woe? There is some sort of red paint or markings near the lever, whatever that means. There is also more of that writing, or at least something that looks like it, on those chests. I can’t make out any of it.” He points out the writing on the chests to Durnham.
"If there are more of the Frigid Woe then it should be taken and destroyed. It cannot get into the wrong hands."
He then goes to the north door to look for anything suspicious, like traps.
Perception 11 (PP 15)
“I think Durnham may be right.” Kotar spoke tuning his attention to the way their group came from. “If they dealt with diseases in this place, stocked them here, it just makes sense that they also kept the cures in this area. What worries me is the possibility that by touching something we trigger the armored sentinel to attack us here.” He focused his eyes and ear on the entrance, trying to caught any indication that the sentinel may be approaching. “A fight in this place could release who knows how many spores of a multitude of sickness.” The goliath then turned to younger dwarf. “Maybe we could use the magic hand thing to pull the lever and have your owl remain examining everything. Does your reading spell works through its eyes?”
If it worked, if they could do just that, then the chances of finding the cure could dramatically increase. And after finding what they came looking for, they could do just like Ressys suggested. The druid was right. That room should not be left alone. What it contained should be destroyed, lest someone find a way to mass produce any of the spores. The world had enough chaos by nature, it didn’t need that sort of thing spreading death.
Notes: Kotar tries to see/hear if anyone/anything, especially the animated armor is approaching.
Perception Check: 16
Qidira completes her examination of the southern door and calls back as quietly as possible, "This door over here seems free of traps and doesn't appear locked. I don't see any writing near this one either. That actually seems odd as everything else seems to be labeled. Maybe one you have a look too?"
Durnham moves to the chests and lays a hand on each one to read the writing. As he moves he responds to Kotar’s suggestion.
”It’s a clever idea Kotar but the magic doesn’t work that way. I have to touch the surface the writing is on in order to understand it. Archimedes can’t touch it for me. He could enter dangerous areas as a scout but he’s rather frail. If he contracted some kind of disease or triggered some kind of defenses he wouldn’t survive much, and he’s rather expensive to summon so If we can avoid that it would be better.”
”As for this door here, I could pull the lever with the magic hand… if it isn’t too heavy or difficult… however I hesitate to open that door. It could be very dangerous to enter that room. I’d rather explore elsewhere for the cure and only go through there if we have no other options. Think on it… these people left something as dangerous as frigid woe behind a regular door in the first room… what could be so dangerous that they put it behind a door like that and have warnings all over it? I suggest we move south through Qidira’s unlocked door first.”
Noob
Ressys checks the north door that Durnham has just identified as leading to disease storage and notices tiny words carved into the foot of the door. Pointing it out to Durnham, the dwarf identifies the word as meaning ‘Disappear’.
Kotar keeps a keen watch for danger, but senses no sign of the animated armours nor any other danger.
Orvo stays huddled in the doorway to this room, mouth agape and eyes tracking every movement of the team.
Durnham runs his fingers over the draconic runes carved in the hinges of the chests and reads them: “Ice”
(Arcana check from anyone proficient in it please)
“Thank you Winterwalker, I didn’t see those tiny words. They say… disappear…. I’m not sure what that means but it doesn’t sound good…”
After examining the chests Durnham lets the team know that they say “ice” on them. “I’m not sure why a chest would say Ice on it. Maybe we can open it with the mage hand, in case some kind of blast of cold comes out of it.”
Durnham sits back on his heels a moment as he looks about the room. He takes a deep breath, closes his eyes and begins a calming meditation. He calms his thoughts, slows his heartbeat and focuses on what he has seen, what he has learned. This place was full of ancient and powerful magic. But he has studied some of the theories and thoughts about the people of the pst. He has to have studied or learned about something useful. He lets his magical senses roam as he thinks and focuses on the magical energies around him 24 Arcana
As he roams through his mind palace, Durnham tries to bring any memories he has from his studies. Tries to find any fragments of knowledge about these animated armors Orvo spoke of. 11 History check
Noob
"Perhaps Durnham you can conduct your ritual to detect magic. That may shed some light on what we are facing. I would not be surprised to find the storage of these spores to be trapped as a defense against intruders." Ressys says
@Durnham:
Considering the location and words of the inscriptions, these are likely to be components of magical traps on the chests and north door. You hypothesize that scratching out a rune could cause the trap to become inactive.
Ressys’ comments jar Durnham out of his thoughts. “Ah, yes I could use the ritual to detect magic… but I cannot do both rituals at the same time as they require concentration. I do believe I’ve figured out the writing in the chests and the door though. I think they’re magical traps. I may be able to disarm them by ruining some of the runes.” He then digs around for a small rock or piece of rubble he could use to scratch the runes out.
”I’ll use the other ritual for now but keep your eyes open for more writing. I may have to switch back and forth between the spells. Time consuming, but it could save our lives.”
Durnham then gets his spellbook out again and begins casting the ritual for detect magic. After 10 minutes the ritual completes and he will look around the room for any signs of magic.
Noob
Magical traps? Brandon lets a few worried thoughts cross his mind. A blast of cold from the chests perhaps, but he didn’t even want to think about what sort of magic would be linked to a word like disappear. He moves away from both the chests and the lever and positions himself next to the door to the south, ready to move through it if that is the path they take.
He is quiet as Durnham performs his rituals, but is eager to move on. “I agree we should avoid the room with the lever for now. But if there are magical traps, then surely they protect something of great value. We should search this place fully while we are here.”
Durnham scratches away the runes carved by the chests’ hinges and on the north door; nothing seems to happen.
The rest of the party stand around while Durnham carries out his Detect Magic ritual. Orvo stands in a corner quietly, shuffling from foot to foot to stay warm.
Once Durnham has completed his ritual, he looks around the room.
@Durnham:
The areas where you scratched out the runes are marked by fading, colourless static; you appear to have disrupted whatever wards had been placed there.
The room does not give off any sign of magic in the walls or floor.
The chests themselves are not magical, but through their walls you detect a faint, familiar glow of nova blue – Frigid Woe, two vials in each chest.
Durnham hisses as he sees the glow from the chests. “These chests and the door are disarmed but the chests have frigid woe inside. If you really want to get rid of any future threat of frigid woe, there it is.”
Noob
With the fear of a trap on the northern door removed, Ressys attempts to open the door.
Qidira keeps her distance from the door as Ressys' opens it, drawing her crossbow and crouching to make herself an even smaller target as she moves forward across the rubble. She studies it as she heads towards the northern side of the room trying to determine what could have caused this type of damage. She moves stealthily as to not disturb it in case something lies within, remembering the large rats that used to nest among the rocks and rubble of the city.
stealth 24
Investigation 22 (passive 12)
Brandon turns as Ressys attempts to open the northern door, traps removed or not, he was still not sure what lie beyond. He moves back toward the door, stepping carefully in the broken rubble and tries to get between Durnham and Qidira and the door. He doesn’t enter if the door opens, but will attempt to look through the opening to determine what appears, focusing on any threats or objects visible in the doorway.
Perception: 8. (Passive:13)
Ressys tries to open the north door but it does not budge; it appears to be locked. The lock could be susceptible to picking, or you could try forcing it with strength.