Hoghead turns his face just in time to drink the gas deep into his lungs, the fragrant smell of warm summers in soft fields of grass wrapping around him, swaddling him, comforting him. And dropping him instantly into a deep sleep.
Zerexius manages to catch the falling hunk of meat and metal and lowers him safely to the floor of the chamber before the stocky dwarf could hit his head.
Spider Celeste looks at Z, then down to Hog, then back up. Her many eyes blink. Using one of her many limbs, she pokes the sleeping dwarf. If that doesn’t stir him, she considers slapping as well. She wasn’t opposed to the thought. However, she does gesture to someone’s water skin to suggest that as well.
(I’m trying to maximize time as a spidey, so I don’t really have much to offer at this time with the assumption that one of our other companions can chime in/participate :) )
Hoghead slowly wakes up to the sight of a giant spider standing over him. He screams and immediately reaches for his hammer before he remembers their new group member. He still scrambled away. "Well, that was actually lovely. Now we know that if it puts me to sleep again, just kick me and I'll wake up. Let's get moving." He will try the middle lock 20
Hogshead easily toggles the middle lock, the tumblers falling into place with an audible clink and again the door slides back another few inches, revealing more intricately carved stonework, this time thorns of the rosebush.
Hogshead give me a Dex check, I think your Rune gives you advantage? DC 15
This post has potentially manipulated dice roll results.
Hoghead manages to pick the lock and is feeling good about himself for a brief moment. He sees the thorns and tries to get out of the way 19 - (19 in case it messes up when I edit the rest of the paragraph)
He pulls back out of the way. "Well, I guess the good news is that there is only one keyhole left. Everyone get ready." He will pick the last lock 20
The shift in the door gives the dwarf just enough warning and Hogshead deftly dodges out of the way as a cloud of thorns erupt from the walls. Feeling confident, he reaches in and unlocks the last of the three locks.
As the tumbler falls away, the door slides up and into the ceiling above, revealing a 40x40-foot octagonal room. Those of you with dark vision see that this is - or was - clearly a treasure room of some great renown. The walls are lined with hooks and shelves for displaying weapons and trinkets of all sorts. Dressing dummies stand like sentinels at regular intervals all around the perimeter of the room.
In the center of the room is a statue of a woman in flowing robes, hands held out in front of her holding a beautifully carved stone tray. The workmanship is such that she looks as if she is being held in stasis by a spell fo some sort instead of carved out of stone.
SUMMARY AND ACTION
Pausing you all at the door, you can't quite make out what's in the room yet. Some of the shelves/hooks/pegs/dummies are empty, but it appears as if some treasure remains unspoiled in the room. From your vantage point in the doorway you can't see what - if anything - is on the tray.
"I don't know what you're talking about Z, that went exactly how I thought it would. Now let's see what kind of loot is left." Hoghead will barrel forward into the room right up to the statue to try to see what's on it. He won't touch anything but he's not being careful and looking for traps either.
With the tiniest clickity clacks of her pitterpats, spidey Celeste paces up and down the walls. Should nothing befall their eager companion, she'd move in through the top of the doorway and take a look around. Face down, rear up, that's the way she likes to snoop aboot. Sticking to the walls and/or ceilings, she sniffs around for anything amiss or potentially hidden.
The brash dwarf pushes right through the opening, approaching the towering statue with reckless abandon. Seeing the path is safe, Rantel and Celeste follow at a cautious distance, all of you spreading out to assess the room and it's contents.
On the stone tablet being held by the statue, you find a scattering of coins and gems (5gp, 3pp, 7 cp, a fist-sized ruby, and 3 black gems each about the size of a grape. A single dagger, wickedly curved and with a handle of deep dark material.
Rantel notices that the armor on the arming dummies is in bad shape, the leather straps rotted, the metal pitted and dull. There is a wide variety on display, all of it once beautiful and ornately decorated with images of dragons, fire and scales.
Hanging on the back of one of the dummies is a beautifully woven hooded cape, the fabric still supple and with the faintest hint of a shine as the light hits it. The same dummy also has a set of bracers that look somehow less worn than the rest of the armor in the room.
An impressive collection of weapons is spread out around the room, hanging on hooks, laying on shelves or strapped to the arming forms. Swords, axes, hammers and blades of all sorts can be found. The handles, hilts and shafts worked with the same dragon, fire and scale motifs found on the armor plating - most showing the same signs of age and decay as the armor. Rantel and Celeste notice four of them that appear to be in better shape than the rest - two swords (one long and one short), a beautifully made crossbow and a long-hafted bearded axe.
Other than that there are no signs of any traps or secret entrances or exits to this room. It appears to be an armory of some sort, cut off from the rest of the dungeon years ago.
SUMMARY AND ACTION
Ok - tried to make this both immersive and practical. You can find virtually any piece of armor or weapon from the PHB here - they are all in various states of decay and you would likely need to pay to have them restored at a later point if you wanted to keep them. Any or all of them would serve you well in the short run.
The dagger, the cloak, the bracers and the weapons all appear to be magical in nature - you all would have enough wherewithal to recognize the lack of decay as a sign that these were extra-ordinary items.
After you sort out what you want to take or leave, you find yourself at a dead-end down a hallway.
You can make your way back across the rift and back to the room where you met Celeste - there was another doorway out you didn't check.
You could also explore the rift toward the West where it opens up a bit.
"This dagger looks gnarly. I don't have need for it but one of you magical jabronis may want to check it out to make sure it isn't cursed. If we're dividing up the spoils, I could take the axe unless any of you can use it. I like my hammer but it's slicing is just as fun as smashing. I don't have any need for the armor but we should take the magical stuff even just to sell it. Can any of you identify it?" Unless someone else wants it, Hoghead will take the axe. He will then go back to stand guard at the entrance to the room. He looks at the giant spider, "Are you going to stay like that or do you want to take a break? I don't really care either way. You want me to grab any of this s**t for you?"
Rantel looks closely at the longsword, the cape, and the bracers. He offers to try to figure out what they are, but that will take time. (Happy to do a short rest, if others want one.) He also looks around for anything that might contain more magical spells. He's gotten more tricks up his sleeve recently but he doesn't have much, all things considered.
"This place seems untouched. Not a bad thing to stumble over. Nice work with the locks,"he says to Hoghead.
Jane pokes around a bit but doesn't find much to interest her in the mundane items. She does take a closer look at the seemingly magic ones. "Well, I can't properly identify these things but I could at least tell you what kind of magic was imbued on them. You'll have to give me about 10 minutes to do the ritual though, I suppose it seems safe enough to do that at the moment."
At the hiss of the gas Zerxius reaches and grabs Hogshead pulling him back
Acrobatics: 12
Laissez les bons temps rouler
Hoghead Con save 18
Hoghead turns his face just in time to drink the gas deep into his lungs, the fragrant smell of warm summers in soft fields of grass wrapping around him, swaddling him, comforting him. And dropping him instantly into a deep sleep.
Zerexius manages to catch the falling hunk of meat and metal and lowers him safely to the floor of the chamber before the stocky dwarf could hit his head.
"I guess now there are two choices" laying the dwarf down. "Anyone know how to wake em up? Should i slap him?"
Laissez les bons temps rouler
Spider Celeste looks at Z, then down to Hog, then back up. Her many eyes blink. Using one of her many limbs, she pokes the sleeping dwarf. If that doesn’t stir him, she considers slapping as well. She wasn’t opposed to the thought. However, she does gesture to someone’s water skin to suggest that as well.
(I’m trying to maximize time as a spidey, so I don’t really have much to offer at this time with the assumption that one of our other companions can chime in/participate :) )
just an unstable unicorn.
@ixi give me a D4 damage roll for a hard poke :)
Poke: 3
just an unstable unicorn.
Hoghead slowly wakes up to the sight of a giant spider standing over him. He screams and immediately reaches for his hammer before he remembers their new group member. He still scrambled away. "Well, that was actually lovely. Now we know that if it puts me to sleep again, just kick me and I'll wake up. Let's get moving." He will try the middle lock 20
Hogshead easily toggles the middle lock, the tumblers falling into place with an audible clink and again the door slides back another few inches, revealing more intricately carved stonework, this time thorns of the rosebush.
Hogshead give me a Dex check, I think your Rune gives you advantage? DC 15
Hoghead manages to pick the lock and is feeling good about himself for a brief moment. He sees the thorns and tries to get out of the way 19 - (19 in case it messes up when I edit the rest of the paragraph)
He pulls back out of the way. "Well, I guess the good news is that there is only one keyhole left. Everyone get ready." He will pick the last lock 20
The shift in the door gives the dwarf just enough warning and Hogshead deftly dodges out of the way as a cloud of thorns erupt from the walls. Feeling confident, he reaches in and unlocks the last of the three locks.
As the tumbler falls away, the door slides up and into the ceiling above, revealing a 40x40-foot octagonal room. Those of you with dark vision see that this is - or was - clearly a treasure room of some great renown. The walls are lined with hooks and shelves for displaying weapons and trinkets of all sorts. Dressing dummies stand like sentinels at regular intervals all around the perimeter of the room.
In the center of the room is a statue of a woman in flowing robes, hands held out in front of her holding a beautifully carved stone tray. The workmanship is such that she looks as if she is being held in stasis by a spell fo some sort instead of carved out of stone.
SUMMARY AND ACTION
Pausing you all at the door, you can't quite make out what's in the room yet. Some of the shelves/hooks/pegs/dummies are empty, but it appears as if some treasure remains unspoiled in the room. From your vantage point in the doorway you can't see what - if anything - is on the tray.
"I think you might want to stick with your day job Hog" zerxius says chuckling and gives the spider a pat on the head
Laissez les bons temps rouler
"I don't know what you're talking about Z, that went exactly how I thought it would. Now let's see what kind of loot is left." Hoghead will barrel forward into the room right up to the statue to try to see what's on it. He won't touch anything but he's not being careful and looking for traps either.
With the tiniest clickity clacks of her pitterpats, spidey Celeste paces up and down the walls. Should nothing befall their eager companion, she'd move in through the top of the doorway and take a look around. Face down, rear up, that's the way she likes to snoop aboot. Sticking to the walls and/or ceilings, she sniffs around for anything amiss or potentially hidden.
just an unstable unicorn.
Rantel moves in and begins combing the walls as well, searching for anything hidden, accepting help from whoever offers.
Investigation: 16
Zerxius stays near the door watching everything
Laissez les bons temps rouler
The brash dwarf pushes right through the opening, approaching the towering statue with reckless abandon. Seeing the path is safe, Rantel and Celeste follow at a cautious distance, all of you spreading out to assess the room and it's contents.
On the stone tablet being held by the statue, you find a scattering of coins and gems (5gp, 3pp, 7 cp, a fist-sized ruby, and 3 black gems each about the size of a grape. A single dagger, wickedly curved and with a handle of deep dark material.
Rantel notices that the armor on the arming dummies is in bad shape, the leather straps rotted, the metal pitted and dull. There is a wide variety on display, all of it once beautiful and ornately decorated with images of dragons, fire and scales.
Hanging on the back of one of the dummies is a beautifully woven hooded cape, the fabric still supple and with the faintest hint of a shine as the light hits it. The same dummy also has a set of bracers that look somehow less worn than the rest of the armor in the room.
An impressive collection of weapons is spread out around the room, hanging on hooks, laying on shelves or strapped to the arming forms. Swords, axes, hammers and blades of all sorts can be found. The handles, hilts and shafts worked with the same dragon, fire and scale motifs found on the armor plating - most showing the same signs of age and decay as the armor. Rantel and Celeste notice four of them that appear to be in better shape than the rest - two swords (one long and one short), a beautifully made crossbow and a long-hafted bearded axe.
Other than that there are no signs of any traps or secret entrances or exits to this room. It appears to be an armory of some sort, cut off from the rest of the dungeon years ago.
SUMMARY AND ACTION
Ok - tried to make this both immersive and practical. You can find virtually any piece of armor or weapon from the PHB here - they are all in various states of decay and you would likely need to pay to have them restored at a later point if you wanted to keep them. Any or all of them would serve you well in the short run.
The dagger, the cloak, the bracers and the weapons all appear to be magical in nature - you all would have enough wherewithal to recognize the lack of decay as a sign that these were extra-ordinary items.
After you sort out what you want to take or leave, you find yourself at a dead-end down a hallway.
You can make your way back across the rift and back to the room where you met Celeste - there was another doorway out you didn't check.
You could also explore the rift toward the West where it opens up a bit.
"This dagger looks gnarly. I don't have need for it but one of you magical jabronis may want to check it out to make sure it isn't cursed. If we're dividing up the spoils, I could take the axe unless any of you can use it. I like my hammer but it's slicing is just as fun as smashing. I don't have any need for the armor but we should take the magical stuff even just to sell it. Can any of you identify it?" Unless someone else wants it, Hoghead will take the axe. He will then go back to stand guard at the entrance to the room. He looks at the giant spider, "Are you going to stay like that or do you want to take a break? I don't really care either way. You want me to grab any of this s**t for you?"
Rantel looks closely at the longsword, the cape, and the bracers. He offers to try to figure out what they are, but that will take time. (Happy to do a short rest, if others want one.) He also looks around for anything that might contain more magical spells. He's gotten more tricks up his sleeve recently but he doesn't have much, all things considered.
"This place seems untouched. Not a bad thing to stumble over. Nice work with the locks," he says to Hoghead.
Jane pokes around a bit but doesn't find much to interest her in the mundane items. She does take a closer look at the seemingly magic ones. "Well, I can't properly identify these things but I could at least tell you what kind of magic was imbued on them. You'll have to give me about 10 minutes to do the ritual though, I suppose it seems safe enough to do that at the moment."