Durnir looks over to Walf "Well, you are are expert on these things? I assume we shouldn't touch it directly. Wrap it up in something? If you all give me 10 minutes, then I should be able to see magical things. Which means.... I guess I have to head over there, too, damn it. "
Durnir sits on a rock, placing the shield with Helms symbol in front of him, then holds onto his necklace, which has a matching symbol on it. He begins to ritually cast Detect Magic.
Walf scratches his head and looks at Durnir thinking how he would like to be an expert...He takes out his book of notes and looks through it trying to see if he has written any of these things down (Sage Background).
Walf scratches his head and looks at Durnir thinking how he would like to be an expert...He takes out his book of notes and looks through it trying to see if he has written any of these things down (Sage Background).
Walf exclaims "Eureka! Walf found notes. Cursed touch bad. Remove curse spell..hmmm Walf no know remove curse. Identify help identify curse. Oh Familiar! Oh, Walf no have familiar. Familiar pick-up curse object. If all else fails destroy object or bring to Archdruid..."
Ivy had started pacing quietly behind their wise companions, taking their time to gather information and review things. She’d pat a finger on her nose as she ponders over Davis’ ask, Durnir’s thoughts and Walf’s knowledge. Their nose would scrunch and wiggle. Then Ivy’s eyes go wide light a lightbulb went off, pausing their steps, and lifts a finger in the air. “I have a third hand!” She blurts. With a wide smile she nods assuringly. “It can handle it.” She winks as she nudges at Durnir who was silent the longest. Not like he was trying to concentrate on a ritual or anything… Vibrant blue hues look to meet Walf’s eyes. Ivy perks up proud and confident.
Walf claps and stomps his walking stick and exclaims to Ivy "Good....Good....idea yes! Good idea! Friends want to check now? Getting late. Waves getting high. Walf good swimmer"
Once the 10 mins are up, Durnir will say "I will be able to see it, and Ivy will be able to pick it up. I think it would be best for everyone else to hold back and help us as needed. You can save me when I sink, Walf! And prey there aren't more of those fragile bastards on board."
Durnir will tie a rope around his waist and get ready for Ivy, then he will start heading towards the boat.
This post has potentially manipulated dice roll results.
Ivy scrambles to tie the rope to themself. “Wait for me!” She chimes, thrashing through the water to catch up to the others heading in. “I’m not the best swimmer!” In their haste, they decide to try clinging themselves onto Davis’ back for a piggyback ride, figuring it would be counter intuitive for Durnir to carry them. She’d probably still be able to touch the ground.
(Can I offer aid and Guidance to Davis to take them both? Assuming she won’t impose over encumbrance etc. )
Walf watches everyone jump in and the rope dangling on the shore...Looks back at everyone and the rope again...scratches his head an snatches the rope before it washes away
Ivy scrambles to tie the rope to themself. “Wait for me!” She chimes, thrashing through the water to catch up to the others heading in. “I’m not the best swimmer!” In their haste, they decide to try clinging themselves onto Davis’ back for a piggyback ride, figuring it would be counter intuitive for Durnir to carry them. She’d probably still be able to touch the ground.
(Can I offer aid and Guidance to Davis to take them both? Assuming she won’t impose over encumbrance etc. )
Con Save for cold: 17
(Yes - I will say that Davis will have to roll at disadvantage but you will be able give him guidance. Aid other requires you to be proficient in the skill you are attempting to assist with.)
"Alright - come on then," Davis beckons Ivy over. You are able to touch the ground until about 55 feet out. From there, Davis will carry you.
"Send a tweet if anything changes Walf!" Ivy calls behind them to Walf from Davis' back. She bobs along, clinging to the man kind enough to carry them. "He's my legs and your my eyes Durnir. Lemme know when you need a hand!" She chimes at her dwarven companion.
Fortunately, it appears everyone has the strength to battle the waves and makes it to the ship above water. Climbing up the side, you soon find yourselves on the deck. The trapdoor lay once again closed, a courtesy of the well-mannered wind that howls from across the open sea.
However, the combination of the cold waters and the wind makes for a treacherous result, and those of you that did not score above a 13 on your constitution saving throw feel a numbness in your extremities. Take one level of exhaustion until you are dry and warm.
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Durnir looks over to Walf "Well, you are are expert on these things? I assume we shouldn't touch it directly. Wrap it up in something? If you all give me 10 minutes, then I should be able to see magical things. Which means.... I guess I have to head over there, too, damn it. "
Durnir sits on a rock, placing the shield with Helms symbol in front of him, then holds onto his necklace, which has a matching symbol on it. He begins to ritually cast Detect Magic.
Walf scratches his head and looks at Durnir thinking how he would like to be an expert...He takes out his book of notes and looks through it trying to see if he has written any of these things down (Sage Background).
Give me a straight wisdom check.
13
Walf, you sift through your notes before coming across a page on the process for removing curses.
Removing Curses
If think object cursed, no touch.
If know remove curse spell, cast on cursed object or persons.
Otherwise, can cast Identify. Use Familiar to avoid curse by touch. Will find if reversal exist. Perform reversal ritual.
If no reversal, destroy object or bring to archdruid for further instruction.
Walf exclaims "Eureka! Walf found notes. Cursed touch bad. Remove curse spell..hmmm Walf no know remove curse. Identify help identify curse. Oh Familiar! Oh, Walf no have familiar. Familiar pick-up curse object. If all else fails destroy object or bring to Archdruid..."
Ivy had started pacing quietly behind their wise companions, taking their time to gather information and review things. She’d pat a finger on her nose as she ponders over Davis’ ask, Durnir’s thoughts and Walf’s knowledge. Their nose would scrunch and wiggle. Then Ivy’s eyes go wide light a lightbulb went off, pausing their steps, and lifts a finger in the air. “I have a third hand!” She blurts. With a wide smile she nods assuringly. “It can handle it.” She winks as she nudges at Durnir who was silent the longest. Not like he was trying to concentrate on a ritual or anything… Vibrant blue hues look to meet Walf’s eyes. Ivy perks up proud and confident.
(Ivy’s referring to a Mage Hand)
just an unstable unicorn.
Walf claps and stomps his walking stick and exclaims to Ivy "Good....Good....idea yes! Good idea! Friends want to check now? Getting late. Waves getting high. Walf good swimmer"
Once the 10 mins are up, Durnir will say "I will be able to see it, and Ivy will be able to pick it up. I think it would be best for everyone else to hold back and help us as needed. You can save me when I sink, Walf! And prey there aren't more of those fragile bastards on board."
Durnir will tie a rope around his waist and get ready for Ivy, then he will start heading towards the boat.
Walf stretches and does some calisthenics in case he needs to rescue Durnir
"Let's get this over with, before the tide comes in any further." Davis says grimly. He starts back out towards the ship once more.
For those of you that are heading out to the ship:
Athletics check to fight against the waves.
Constitution save to fight against the cold.
Adaban walks into the water, letting the waves crash against him as he does. He begins to swim out towards the wreck.
((All rolls in campaign channel: Athletics 9 + 6 from "Knowledge from a past life' ability = 15, Con 14))
Durnir starts heading in, his magical sight helping him see ahead. "Wait? Are we all going? Who's holding the rope?"
((Athletics 21, Constitution 8))
Ivy scrambles to tie the rope to themself. “Wait for me!” She chimes, thrashing through the water to catch up to the others heading in. “I’m not the best swimmer!” In their haste, they decide to try clinging themselves onto Davis’ back for a piggyback ride, figuring it would be counter intuitive for Durnir to carry them. She’d probably still be able to touch the ground.
(Can I offer aid and Guidance to Davis to take them both? Assuming she won’t impose over encumbrance etc. )
Con Save for cold: 10
just an unstable unicorn.
Walf watches everyone jump in and the rope dangling on the shore...Looks back at everyone and the rope again...scratches his head an snatches the rope before it washes away
(( LOL - now that's how a D&D party does it! ))
(Yes - lol for convenience sake, we will say that Khione and Eirlys hold the rope for you all! :D )
(Yes - I will say that Davis will have to roll at disadvantage but you will be able give him guidance. Aid other requires you to be proficient in the skill you are attempting to assist with.)
"Alright - come on then," Davis beckons Ivy over. You are able to touch the ground until about 55 feet out. From there, Davis will carry you.
Davis Athletics Check: 13 + 4 = 17
Davis Con Save: 7
"Send a tweet if anything changes Walf!" Ivy calls behind them to Walf from Davis' back. She bobs along, clinging to the man kind enough to carry them. "He's my legs and your my eyes Durnir. Lemme know when you need a hand!" She chimes at her dwarven companion.
just an unstable unicorn.
Fortunately, it appears everyone has the strength to battle the waves and makes it to the ship above water. Climbing up the side, you soon find yourselves on the deck. The trapdoor lay once again closed, a courtesy of the well-mannered wind that howls from across the open sea.
However, the combination of the cold waters and the wind makes for a treacherous result, and those of you that did not score above a 13 on your constitution saving throw feel a numbness in your extremities. Take one level of exhaustion until you are dry and warm.