Xilbella would like to get the necklace and ring identified at the very least. If time permits, and the magic-users are up for it, she would also ask them to identify the three potions. She would realize this would only indicate some aspects of the items, but she is lothe to simply put something on without even this sleight level of knowledge about them.
Dranon approaches all the found items laid out before Xilbella and Soren. Reaching into one of his pouches he pulls out his tool kit. He glances over at Luna, noticing the rusty revolver, before setting the kit next to the items. Thoughtfully, he selects his tools of choice and begins incanting Detect Magic. Once finished, he looks at the items before him, as well as Luna’s rusty revolver to determine if they are magical in nature.
(ooc: @DM - I’m hoping to have done this upon finding the items, before long rest. If not, then I will have done so prior to resuming our journey.)
His senses blazing with magical sensitivity, Dranon looks over the items. The grey potions smell like the roots of a mountain, shine like the color of a mirror. Abjuration. The gold one, when sloshed about, sounds like a first kiss, and a tiny taste covers the half-dwarf's tongue with the taste of wasp-made honey. Enchantment. The ring, necklace, and gun are all nonmagical, though Dranon spots a few clinging Thaumons on the gun. It was obviously never used before it carried out its fatal deed, and the remnants of the magical processes used to make it still remain. When they see him, they crawl back into the firearm, hiding. The jewelry, either frequently used or hand-made, has none. The box is a little more complicated. In general, in looking at it, Dranon sees the sight of seeing, which is clearly divination, combined with the sight of seeming, which is clearly illusion.
Soren's identification of all the items is a slightly more lengthy process. He takes what Dranon has learned, and delves deeper into it, investigating its facets in detail. He discovers that the mirror of the grey potions reflects the image of pestilence, and that the mountain's roots tap into the molten rivers below, scalding its interior, burning out its impurities. The potions must have the ability to ward off and cure disease and similar misfortunes. Soren traces the gold potion's impossible honey-producing hornet back to its nest, and sees that it is set in the heart of a great hero. And when that hero leans over to give him that kiss, he feels, for a brief moment, capable of doing anything. This potion must enhance a person's potential, make them more capable. In the box, the sight of seeing is centralized on the front, around the little tube, and is projected outwards. The sight of seeming, on the other hand, is located around the hole on the opposite end, and looks to be static, though it does not seem fully bound to the box. The divination and illusion both seem linked. There are other technological aspects that he doesn't yet understand, but the box seems capable of seeing out the front, and projecting an illusory image on the inside, near the little hole, perhaps of the same thing it sees. More experimentation is needed.
(An occurrence! You have lost 2x unidentified grey potion, and have gained 2x curing potion. You have lost 1x unidentified grey potion, and have gained 1x bolstering potion. You have lost 1x unidentified device, and have gained 1x seeing-and-showing device.)
Rollback Post to RevisionRollBack
"Ignorance is bliss, and you look absolutely miserable."
Soren looks inside the box viewing apperture. If he sees nothing at first, he will attempt to interact with protrusions or inset spaces on the surface of the box to try and activate it.
While Soren continues to divine more information about the items, Dranon picks up his tool kit even as he focuses his attention elsewhere. With what time remains of the Detect Magic spell, he quickly looks about the room, the rest of the second floor and, eventually, downstairs to see if anything else appears magical in nature.
Dranon detects no more strong magic anymore, besides a few skittering Thaumons. Those tiny metaphysical particles are present throughout the whole of the Big City, however, as the city itself is heavily magical in nature.
Rollback Post to RevisionRollBack
"Ignorance is bliss, and you look absolutely miserable."
(( Like... visit to the playboy mansion kinda fun, or, they totally just opened a retro arcade / roller rink / put-put golf / go-kart place fun? Just asking for a friend... ))
(Like, opening week for a play fun. It's Shakespeare, Comedy of Errors, I'm Antipholus of Ephesus.)
Soren fiddles about with the buttons for a while, but the device remains inert. Whatever he has to bop, flick, twist, or pull to start it up, he can't figure it out.
Eventually, the party is prepared to head out again, having discovered everything they can in the abandoned house. At least the haul won't be nothing, if the lead turns out to be a bust. The final rays of sunlight have disappeared, and while the Weed-tendrils still wave lazily, they are easily overstepped. No more obstacles are encountered on the journey widdershins, and eventually the party comes across the place detailed in the directions. The front is overgrown, covered in Weeds. They are old, slightly yellow-brown, but not quite to the level of a Weald. Peeking out from under the vines covering the place, there is a sign above the blocked-off door, showing a weathered engraving of a book, and a bit of indecipherable text. This must have been what tipped the scouts off, though it doesn't seem that they actually made it in.
Rollback Post to RevisionRollBack
"Ignorance is bliss, and you look absolutely miserable."
Xilbella starts to make her way around the building, looking for any possible ways inside of it. (Perception was rolled in the game log, got a total of 13.)
This post has potentially manipulated dice roll results.
((Ah you are Thespian GM, that is a lot of fun! Good luck with the show!))
Meriele has a fitful night's sleep, dreaming of a tree as big as the Big City, or rather, growing out of it. All of the weeds cower in its shade, and the villagers try to find a way to climb it so that they can live in its boughs and enjoy the sunshine that cannot reach the deadly weeds. She wakes when she hears the others moving around, preparing to depart, and quickly she gathers her belongings to accompany them. She wishes just a little longingly for some green cakes of her mother's... I hope Mother isn't too worried, since we had to stay out an extra day. But everyone knows how Gutruns work; she will assume they're playing it safe.
As the group finds the location described to them, Meriele helps the others to look for ways into the house.
Looking about, it's clear that the place is pretty well blocked off, at least at the ground level. Most likely if it wasn't, the scouts probably would have just looted it, instead of heading back to fetch your party. There are several windows in addition to the front door, but they are all blocked off on this level. The alley to the left of the building is clogged with dry, though not necessarily dead weeds, which stretch all the way up to the second floor, but the alley to the right is clear. The back of the building is a similar story to the first, the bottom floor clogged with weeds. Meriele, however, spots a second story window on the side of the weed-clogged alley, which is actually mostly intact. Dranon also notes that the buildings around this one are relatively free of weeds, and though a few weeds coil on the rooftops, he cannot spot a lot on there. His angle is not the best, so there could be some hanging low, but there are at least no Blossoms, which are a definite danger when traveling by rooftop.
Rollback Post to RevisionRollBack
"Ignorance is bliss, and you look absolutely miserable."
Scouting around the house, Meriele keeps looking upwards into the dark night sky. She's still awed that she's actually in the Inner City, and nervously hopes that she's learning quickly enough to survive and be useful. What might be in this house? Someone obviously wanted to protect it from the weeds, or they wouldn't have boarded it up so. They couldn't have known that we want to preserve the knowledge, not loot and burn it like some others would. She is grateful that they've gotten here first.
Looking upwards as she wanders to the left side alley, she finds herself stepping over weeds, and as she jerks her gaze back down, she sees the window. She turns back and calls to the others. "There's a window on this side that's not boarded up! It's on the second story, though."
Rollback Post to RevisionRollBack
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Xilbella would like to get the necklace and ring identified at the very least. If time permits, and the magic-users are up for it, she would also ask them to identify the three potions. She would realize this would only indicate some aspects of the items, but she is lothe to simply put something on without even this sleight level of knowledge about them.
Dranon approaches all the found items laid out before Xilbella and Soren. Reaching into one of his pouches he pulls out his tool kit. He glances over at Luna, noticing the rusty revolver, before setting the kit next to the items. Thoughtfully, he selects his tools of choice and begins incanting Detect Magic. Once finished, he looks at the items before him, as well as Luna’s rusty revolver to determine if they are magical in nature.
(ooc: @DM - I’m hoping to have done this upon finding the items, before long rest. If not, then I will have done so prior to resuming our journey.)
His senses blazing with magical sensitivity, Dranon looks over the items. The grey potions smell like the roots of a mountain, shine like the color of a mirror. Abjuration. The gold one, when sloshed about, sounds like a first kiss, and a tiny taste covers the half-dwarf's tongue with the taste of wasp-made honey. Enchantment. The ring, necklace, and gun are all nonmagical, though Dranon spots a few clinging Thaumons on the gun. It was obviously never used before it carried out its fatal deed, and the remnants of the magical processes used to make it still remain. When they see him, they crawl back into the firearm, hiding. The jewelry, either frequently used or hand-made, has none. The box is a little more complicated. In general, in looking at it, Dranon sees the sight of seeing, which is clearly divination, combined with the sight of seeming, which is clearly illusion.
Soren's identification of all the items is a slightly more lengthy process. He takes what Dranon has learned, and delves deeper into it, investigating its facets in detail. He discovers that the mirror of the grey potions reflects the image of pestilence, and that the mountain's roots tap into the molten rivers below, scalding its interior, burning out its impurities. The potions must have the ability to ward off and cure disease and similar misfortunes. Soren traces the gold potion's impossible honey-producing hornet back to its nest, and sees that it is set in the heart of a great hero. And when that hero leans over to give him that kiss, he feels, for a brief moment, capable of doing anything. This potion must enhance a person's potential, make them more capable. In the box, the sight of seeing is centralized on the front, around the little tube, and is projected outwards. The sight of seeming, on the other hand, is located around the hole on the opposite end, and looks to be static, though it does not seem fully bound to the box. The divination and illusion both seem linked. There are other technological aspects that he doesn't yet understand, but the box seems capable of seeing out the front, and projecting an illusory image on the inside, near the little hole, perhaps of the same thing it sees. More experimentation is needed.
(An occurrence! You have lost 2x unidentified grey potion, and have gained 2x curing potion. You have lost 1x unidentified grey potion, and have gained 1x bolstering potion. You have lost 1x unidentified device, and have gained 1x seeing-and-showing device.)
"Ignorance is bliss, and you look absolutely miserable."
Soren looks inside the box viewing apperture. If he sees nothing at first, he will attempt to interact with protrusions or inset spaces on the surface of the box to try and activate it.
While Soren continues to divine more information about the items, Dranon picks up his tool kit even as he focuses his attention elsewhere. With what time remains of the Detect Magic spell, he quickly looks about the room, the rest of the second floor and, eventually, downstairs to see if anything else appears magical in nature.
(Soren, roll a d20 with advantage)
Dranon detects no more strong magic anymore, besides a few skittering Thaumons. Those tiny metaphysical particles are present throughout the whole of the Big City, however, as the city itself is heavily magical in nature.
"Ignorance is bliss, and you look absolutely miserable."
(bump, still need that roll from Soren, then we can move on)
"Ignorance is bliss, and you look absolutely miserable."
((Two raw d20 rolls coming up))
1
20
(( Sorry for the delay on my part, is everyone still good? ))
(Sorry for the lack of updates. I'm currently extremely busy with fun, but very tiring irl stuff. I'll try to post today.)
"Ignorance is bliss, and you look absolutely miserable."
(( Like... visit to the playboy mansion kinda fun, or, they totally just opened a retro arcade / roller rink / put-put golf / go-kart place fun? Just asking for a friend... ))
(Like, opening week for a play fun. It's Shakespeare, Comedy of Errors, I'm Antipholus of Ephesus.)
Soren fiddles about with the buttons for a while, but the device remains inert. Whatever he has to bop, flick, twist, or pull to start it up, he can't figure it out.
Eventually, the party is prepared to head out again, having discovered everything they can in the abandoned house. At least the haul won't be nothing, if the lead turns out to be a bust. The final rays of sunlight have disappeared, and while the Weed-tendrils still wave lazily, they are easily overstepped. No more obstacles are encountered on the journey widdershins, and eventually the party comes across the place detailed in the directions. The front is overgrown, covered in Weeds. They are old, slightly yellow-brown, but not quite to the level of a Weald. Peeking out from under the vines covering the place, there is a sign above the blocked-off door, showing a weathered engraving of a book, and a bit of indecipherable text. This must have been what tipped the scouts off, though it doesn't seem that they actually made it in.
"Ignorance is bliss, and you look absolutely miserable."
(( Are there any visible unobstructed windows, structural holes in the walls, or apparent ways in? ))
(Perception check!)
"Ignorance is bliss, and you look absolutely miserable."
Soren looks closely at the building for unobstructed ways in.
Perception = 8
Passive Perception = 19
Following Soren’s lead, Valek assists in looking for unobstructed windows, structural holes or any reasonable means of entry.
Perception: 14
Passive Perception: 14
Xilbella starts to make her way around the building, looking for any possible ways inside of it. (Perception was rolled in the game log, got a total of 13.)
((Ah you are Thespian GM, that is a lot of fun! Good luck with the show!))
Meriele has a fitful night's sleep, dreaming of a tree as big as the Big City, or rather, growing out of it. All of the weeds cower in its shade, and the villagers try to find a way to climb it so that they can live in its boughs and enjoy the sunshine that cannot reach the deadly weeds. She wakes when she hears the others moving around, preparing to depart, and quickly she gathers her belongings to accompany them. She wishes just a little longingly for some green cakes of her mother's... I hope Mother isn't too worried, since we had to stay out an extra day. But everyone knows how Gutruns work; she will assume they're playing it safe.
As the group finds the location described to them, Meriele helps the others to look for ways into the house.
Perception: 19
Looking about, it's clear that the place is pretty well blocked off, at least at the ground level. Most likely if it wasn't, the scouts probably would have just looted it, instead of heading back to fetch your party. There are several windows in addition to the front door, but they are all blocked off on this level. The alley to the left of the building is clogged with dry, though not necessarily dead weeds, which stretch all the way up to the second floor, but the alley to the right is clear. The back of the building is a similar story to the first, the bottom floor clogged with weeds. Meriele, however, spots a second story window on the side of the weed-clogged alley, which is actually mostly intact. Dranon also notes that the buildings around this one are relatively free of weeds, and though a few weeds coil on the rooftops, he cannot spot a lot on there. His angle is not the best, so there could be some hanging low, but there are at least no Blossoms, which are a definite danger when traveling by rooftop.
"Ignorance is bliss, and you look absolutely miserable."
Scouting around the house, Meriele keeps looking upwards into the dark night sky. She's still awed that she's actually in the Inner City, and nervously hopes that she's learning quickly enough to survive and be useful. What might be in this house? Someone obviously wanted to protect it from the weeds, or they wouldn't have boarded it up so. They couldn't have known that we want to preserve the knowledge, not loot and burn it like some others would. She is grateful that they've gotten here first.
Looking upwards as she wanders to the left side alley, she finds herself stepping over weeds, and as she jerks her gaze back down, she sees the window. She turns back and calls to the others. "There's a window on this side that's not boarded up! It's on the second story, though."