With great skill Brix manages to successfully pick the lock on the chest. Opening the chest up you discover the following, 7000 CP, 2500 SP, 125 GP, and.....Liquid Courage, Potion of Healing, Potion of Climbing, Linguist Cap, Wand of Direction, Sleep Pellet, and Headband of Intellect.
Liquid Courage Potion, common This magical cordial is deep red and smells strongly of fennel. You have advantage on the next saving throw against being frightened. The effect ends after you make such a saving throw or when 1 hour has passed.
Linguist’s Cap Wondrous item, common While wearing this simple hat, you have the ability to speak and read a single language. Each cap has a specific language associated with it, and the caps often come in styles or boast features unique to the cultures where their associated languages are most prominent. The GM chooses the language or determines it randomly from the lists of standard and exotic languages.
Wand of Direction Wand, common This crooked, twisting wand is crafted of polished ebony with a small, silver arrow affixed to its tip. The wand has 3 charges. While holding it, you can expend 1 charge as an action to make the wand remember your path for up to 1,760 feet of movement. You can increase the length of the path the wand remembers by 1,760 feet for each additional charge you expend. When you expend a charge to make the wand remember your current path, the wand forgets the oldest path of up to 1,760 feet that it remembers. If you wish to retrace your steps, you can use a bonus action to activate the wand’s arrow. The arrow guides you, pointing and mentally tugging you in the direction you should go. The wand’s magic allows you to backtrack with complete accuracy despite being lost, unable to see, or similar hindrances against finding your way. The wand can’t counter or dispel magic effects that cause you to become lost or misguided, but it can guide you back in spite of some magic hindrances, such as guiding you through the area of a darkness spell or guiding you if you had activated the wand then forgotten the way due to the effects of the modify memory spell on you. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a roll of 1, the wand straightens and the arrow falls off, rendering it nonmagical
Sleep Pellet (11) Wondrous item, uncommon This small brass pellet measures 1/2 of an inch in diameter. Typically, 1d6 + 4 sleep pellets are found together. You can use the pellet as a sling bullet and shoot it at a creature using a sling. On a hit, the pellet is destroyed, and the target must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. Alternatively, you can use an action to swallow the pellet harmlessly. Once before 1 minute has passed, you can use an action to exhale a cloud of sleeping gas in a 15-foot cone. Each creature in the area must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. An unconscious creature awakens if it takes damage or if another creature uses an action to wake it.
"Okay then." says Brix. "On my count...1...2...3 HEAVE!"
**This Space for Rent**
You pull the small chest out of the room. What is your next move?
(Question) What do you guys think about doing a live session on ROLL20 next month?
Wisdom 9
Ooc: Live session could be fun. I'd be willing to try and find the time
Garmuk not waiting to see what everyone wants to do opens the chest as soon as it's clear the room
Ooc: I agree that an online game could be fun. Next month is a busy one for me but I'm sure we could get it to work.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
OCC: I'd be down if it can get scheduled. I have a free week from the 9th to the 14th.
**This Space for Rent**
(Garmuk) You attempt to open the chest, but it's locked. Make a Perception Check DC 16
Perception 2
Who will attempt to pick the lock on the chest?
Ursa perception 9
D&D since 1984
Perception 3
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Soren Perception - both on the chest and on any changes in the room we dragged it from: 15
((OOC: my work and family schedule might not let me do a live session - lots of little breaks but no big ones. But you never know! Sounds fun.))
Tanis(Ranger1): Shiverquill's Tempest City | Xarian(Fighter2): NioNSwiper's Tyranny of Dragons
Dyson/Eleo(TwilightCleric4): Vos' Beyond the Veil | Soren(ShepherdDruid5): Bartjeebus' Ravenloft | Ophelia(WildMagicSorcerer4): Ashen_Age's Risen from the Sands
Joren(EchoKnightFighter6): NotDrizzt's Simple Request | Sabetha(MercyMonk3): Bedlymn's Murder Court | Seri(NatureCleric3/DivineSoulSorcerer1): Bartjeebus' Greyhawk
If no one can unlock the chest. Garmuk will take an axe to the lock.
Garmuk pulls out his axe. Think Garmuk found key. Garmuk key work on everything.
"Hold on Garmuk let me try this first." Brix pulls out his thieves tools and goes to work on the lock.
OCC: Not sure what skill applies so here's a base roll. 16
Add 2 for sleight of hand only makes it 6.
**This Space for Rent**
(Brix) Use Sleight of Hand to pick the lock.
(I'm going to fast forward things.)
With great skill Brix manages to successfully pick the lock on the chest. Opening the chest up you discover the following, 7000 CP, 2500 SP, 125 GP, and.....Liquid Courage, Potion of Healing, Potion of Climbing, Linguist Cap, Wand of Direction, Sleep Pellet, and Headband of Intellect.
Garmuk looks into the chest.
That lots stuff
Liquid Courage
Potion, common
This magical cordial is deep red and smells strongly of
fennel. You have advantage on the next saving throw
against being frightened. The effect ends after you
make such a saving throw or when 1 hour has passed.
Linguist’s Cap
Wondrous item, common
While wearing this
simple hat, you have
the ability to speak
and read a single
language. Each cap has a
specific language associated
with it, and the caps often come
in styles or boast features unique to the
cultures where their associated languages are
most prominent. The GM chooses the language
or determines it randomly from the lists of
standard and exotic languages.
Wand of Direction
Wand, common
This crooked, twisting wand is crafted of polished
ebony with a small, silver arrow affixed to its tip. The
wand has 3 charges. While holding it, you can expend
1 charge as an action to make the wand remember
your path for up to 1,760 feet of movement. You can
increase the length of the path the wand remembers
by 1,760 feet for each additional charge you expend.
When you expend a charge to make the wand
remember your current path, the wand forgets the
oldest path of up to 1,760 feet that it remembers.
If you wish to retrace your steps, you can use a
bonus action to activate the wand’s arrow. The arrow
guides you, pointing and mentally tugging you in the
direction you should go. The wand’s magic allows
you to backtrack with complete accuracy despite
being lost, unable to see, or similar hindrances
against finding your way. The wand can’t counter or
dispel magic effects that cause you to become lost
or misguided, but it can guide you back in spite of
some magic hindrances, such as guiding you through
the area of a darkness spell or guiding you if you had activated the wand then forgotten the way due to the
effects of the modify memory spell on you.
The wand regains all expended charges daily at
dawn. If you expend the wand’s last charge, roll a d20.
On a roll of 1, the wand straightens and the arrow
falls off, rendering it nonmagical
Sleep Pellet (11)
Wondrous item, uncommon
This small brass pellet measures 1/2 of an inch in
diameter. Typically, 1d6 + 4 sleep pellets are found
together. You can use the pellet as a sling bullet and
shoot it at a creature using a sling. On a hit, the pellet
is destroyed, and the target must succeed on a DC 13
Constitution saving throw or fall unconscious for 1
minute.
Alternatively, you can use an action to swallow the
pellet harmlessly. Once before 1 minute has passed,
you can use an action to exhale a cloud of sleeping
gas in a 15-foot cone. Each creature in the area must
succeed on a DC 13 Constitution saving throw or fall
unconscious for 1 minute.
An unconscious creature awakens if it takes damage
or if another creature uses an action to wake it.