Frandal: All items being displayed in the great hall seem to be permanently (or perhaps magically) held in place, giving the impression that this memorial to the WIndhovers was designed to be permanent. Mara Roze's spellbook is closed; so you are unable to see what exactly might be within it. The longbows, quivers, and arrows that belonged to the half-elf rangers are clearly of elven craftsmanship; their beauty and quality are obvious to even the untrained eye.
So, at this point, let me know where each of you are headed and/or what you intend to accomplish, whether you do so collectively or on your own. I want to avoid making assumptions, and I don't want to advance the story unless I'm clear on if, or how, the party might be splitting up for a while.
Frandal and Kurt: Will you take the woman's body outside through the main doors of the keep, and then through the courtyard to the forest? Or will you retrace your steps to the cellar and through the hidden entrance?
Frandal will appreciate the beauty and craftmanship of the elven woodcrafters and, with a last glance towards the spellbook he looks to Kurt.
"Perhaps it will be better to transport her in a table..." he ponders "We walked along a nice spot when we came through the forest... it would be easier if we go through the main door. Don't you think?"
"The main door might be trapped. We should check before using it."
Rollback Post to RevisionRollBack
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Xellos points towards Room B as he walks back to the others in the main room, "Just a dining room back here."
Xellos considers what Frandal and Arissa says, "I say we go ahead and clear out this place before attending to their bodies. I think that's what Ro Venna, as well as the other Windhovers and the stable boy, would want. Plus, we won't have to worry about being surprised while we move and bury them. Either way, we are in an unknown place and shouldn't split up. As Arissa said there could be traps elsewhere so we don't want to be separated if we encounter trouble. Remember, we saw a sentry outside on the walkway before we infiltrated this place so I'm not convinced we got rid of them all and certainly don't want their graves defiled. That's my opinion anyway. What do you all think?'
After a brief pause he says, "Whenever we take Ro outside, we should just go through the front door, much easier. There's a table back there in the dining room to use, however like I said I would prefer to make sure this place is safe before doing that, but I'll do what we collectively decide."
I don't think we took a peek into Room D.
Whatever the group decides, we can take a look prior to going upstairs or outside.
While the rest of the party is inspecting the room with the fallen Windhover, Ozum will lay down his staff and take out his mistletoe, taking time to cast detect magic as a ritual. After he is done he will take a look around A, B and the door to D to see if he senses any magic. He will come back to the party and ask, "Did anyone find a key? Or know how to pick a lock?"
Kurt:Your voice echoes through the upper floor of the keep, but you hear no response whatsoever. When you reach the top of the stairs you encounter only darkness and silence.
Ozum: Your Detect Magic reveals to you that every object on the western wall of the main hall is either magical in some way, or magically attached to the wall, or both. Your spell also indicates multiple sources of magic in the locked room (D).
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Everyone: Arissa successfully creates an opening to the left of the locked door that barred your way into the room. One glimpse into the room reveals a substantial store of weapons. This room is the armory. Moving the various weapons that block the remainder of the way, you can enter the room completely. The effect of Ozum's Detect Magic is still active; therefore, you can discern which items are magical and which ones are not.
Non-magical items in the armory:
One suit of splint armor (human-sized)
One suit of plate mail (dwarf-sized)
Two suits of chain mail (human-sized)
One suit of chain mail (dwarf-sized)
Two chain shirts (human-sized)
One chain shirt (halfling-sized)
Eight shields
Four longswords
Two shortswords
Two war hammers
One halberd
Two morning stars
Three daggers
Five spears
Nine javelins
Three shortbows
Two light crossbows
Fifty-six arrows
Twenty-one crossbow bolts
Magical items in the armory:
One suit of chain mail (halfling-sized)
One set of studded leather armor (human-sized)
Nine crossbow bolts
One mace
One dagger
Two shortswords
A variety of five different potions (9 total)
Four potions are easily identified as potions of healing
There are two potions of the "second" variety
Two potions of the "third" variety
One potion of the "fourth" variety
One potion of the "fifth" variety
(Each of you can make one Arcana check per potion variety in an attempt to identify the kinds of potions you have found).
This post has potentially manipulated dice roll results.
Xellos remains behind Ozum and Arissa as they make an opening, while keeping an eye on Kurt yelling at the top of the stairs by himself, then says to him, "Hey Kurt, be careful up there alone eh?"
To everyone else at the armory room, "Well that's a handy way to get around a door...all kinds of good stuff in here. Interesting potions...not to mention some of the healing variety."
Xellos picks up the "5th" potion and takes a look at it.
Xellos:You examine the contents of the small flask and immediately recognize it as a Potion of Giant Strength. Exactly which form of giant, however, you don't know.
Everyone:Here are some better descriptions of the unidentified potions in the armory:
Two potion flasks contain a yellowish liquid
Two potions contain a blue liquid that bubbles and steams as if boiling.
One contains an orange liquid that flickers, and smoke fills the top of the container and wafts out whenever it is opened.
(Keep in mind, each player can roll an Arcana check for each of the four three remaining unidentified potion varieties)
This post has potentially manipulated dice roll results.
“Well done!” He says to Arissa when she’s able to opne an entrance to the armory. He replaces as many arrows as he may need ( An pick 20 more if there is rooom in his quiver) and take a look at the potions.
“We may need them even if they used to belong to Venna. He says examining the potions and the studded leather armor”
Arcana on 2nd: 22
3rd: 22
4th: 23.
For the armor just in case it can be rolled too: 22
Frandal: You have previous knowledge of the two potions that contain a blue liquid that bubbles and steams as if boiling. Each one is a Potion of Heroism.
Frandal and Xellos: Neither of you have any familiarity with or knowledge of the other two potion types (the yellowish liquid or the orange, flickering liquid).
"I wonder what these are and why they would be stored in an armoury?"
Rollback Post to RevisionRollBack
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Frandal: All items being displayed in the great hall seem to be permanently (or perhaps magically) held in place, giving the impression that this memorial to the WIndhovers was designed to be permanent. Mara Roze's spellbook is closed; so you are unable to see what exactly might be within it. The longbows, quivers, and arrows that belonged to the half-elf rangers are clearly of elven craftsmanship; their beauty and quality are obvious to even the untrained eye.
Everyone:
So, at this point, let me know where each of you are headed and/or what you intend to accomplish, whether you do so collectively or on your own. I want to avoid making assumptions, and I don't want to advance the story unless I'm clear on if, or how, the party might be splitting up for a while.
Frandal and Kurt: Will you take the woman's body outside through the main doors of the keep, and then through the courtyard to the forest? Or will you retrace your steps to the cellar and through the hidden entrance?
Map of the second floor (if needed):
Frandal will appreciate the beauty and craftmanship of the elven woodcrafters and, with a last glance towards the spellbook he looks to Kurt.
"Perhaps it will be better to transport her in a table..." he ponders "We walked along a nice spot when we came through the forest... it would be easier if we go through the main door. Don't you think?"
PbP Character: A few ;)
"The main door might be trapped. We should check before using it."
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Frandal nods and see the others going to explore the rest of the keep.
"Listen friends Do you want us to explore the rest of the keep together or are you ok if Kurt and I go ahead and bury her and the stable boy?"
PbP Character: A few ;)
Xellos points towards Room B as he walks back to the others in the main room, "Just a dining room back here."
Xellos considers what Frandal and Arissa says, "I say we go ahead and clear out this place before attending to their bodies. I think that's what Ro Venna, as well as the other Windhovers and the stable boy, would want. Plus, we won't have to worry about being surprised while we move and bury them. Either way, we are in an unknown place and shouldn't split up. As Arissa said there could be traps elsewhere so we don't want to be separated if we encounter trouble. Remember, we saw a sentry outside on the walkway before we infiltrated this place so I'm not convinced we got rid of them all and certainly don't want their graves defiled. That's my opinion anyway. What do you all think?'
After a brief pause he says, "Whenever we take Ro outside, we should just go through the front door, much easier. There's a table back there in the dining room to use, however like I said I would prefer to make sure this place is safe before doing that, but I'll do what we collectively decide."
I don't think we took a peek into Room D.
Whatever the group decides, we can take a look prior to going upstairs or outside.
After Apocalypse - Liavyre Withrethin Elf Ranger
Dragon of Autumn - Geoff Krowly Human Cleric
Princes of the Apocalypse - Leofir Sylvaranth Elf Rogue
The Windhovers' Call - Xellos Mazoku Tiefling Sorcerer
High Times at Low Tides - DM
Everyone: Ozum made an attempt to open the door to the small central room (D), but it is locked.
"lets finish looking then we can bury and say a Prayers to the ones that have fallen here"
Kurts heeds his own advice and heads upstair.
*Kurt makes zero effort to minimize noise*
Kurt hoping to find a survivor calls out, "Hello is any one here! We have killed the undead it is safe to come out!"
Kurt Stoneseeker
Ragmin Graybeard
While the rest of the party is inspecting the room with the fallen Windhover, Ozum will lay down his staff and take out his mistletoe, taking time to cast detect magic as a ritual. After he is done he will take a look around A, B and the door to D to see if he senses any magic. He will come back to the party and ask, "Did anyone find a key? Or know how to pick a lock?"
Kurt: Your voice echoes through the upper floor of the keep, but you hear no response whatsoever. When you reach the top of the stairs you encounter only darkness and silence.
Ozum: Your Detect Magic reveals to you that every object on the western wall of the main hall is either magical in some way, or magically attached to the wall, or both. Your spell also indicates multiple sources of magic in the locked room (D).
Arissa plays a short tune, rough and mean, casting stone shape with her lyre to make an entrance into D right next to the door.
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Everyone: Arissa successfully creates an opening to the left of the locked door that barred your way into the room. One glimpse into the room reveals a substantial store of weapons. This room is the armory. Moving the various weapons that block the remainder of the way, you can enter the room completely. The effect of Ozum's Detect Magic is still active; therefore, you can discern which items are magical and which ones are not.
Non-magical items in the armory:
Magical items in the armory:
(Each of you can make one Arcana check per potion variety in an attempt to identify the kinds of potions you have found).
Xellos remains behind Ozum and Arissa as they make an opening, while keeping an eye on Kurt yelling at the top of the stairs by himself, then says to him, "Hey Kurt, be careful up there alone eh?"
To everyone else at the armory room, "Well that's a handy way to get around a door...all kinds of good stuff in here. Interesting potions...not to mention some of the healing variety."
Xellos picks up the "5th" potion and takes a look at it.
Arcana 18
After Apocalypse - Liavyre Withrethin Elf Ranger
Dragon of Autumn - Geoff Krowly Human Cleric
Princes of the Apocalypse - Leofir Sylvaranth Elf Rogue
The Windhovers' Call - Xellos Mazoku Tiefling Sorcerer
High Times at Low Tides - DM
Frandal nods and follow the others.
“Let’s hurry then. Time is of the essence. The others must learn what happened here and what we know now.”
PbP Character: A few ;)
Xellos: You examine the contents of the small flask and immediately recognize it as a Potion of Giant Strength. Exactly which form of giant, however, you don't know.
Everyone: Here are some better descriptions of the unidentified potions in the armory:
(Keep in mind, each player can roll an Arcana check for each of the
fourthree remaining unidentified potion varieties)“Well done!” He says to Arissa when she’s able to opne an entrance to the armory. He replaces as many arrows as he may need ( An pick 20 more if there is rooom in his quiver) and take a look at the potions.
“We may need them even if they used to belong to Venna. He says examining the potions and the studded leather armor”
Arcana on 2nd: 22
3rd: 22
4th: 23.
For the armor just in case it can be rolled too: 22
PbP Character: A few ;)
OOC: I misread that as we got 1 roll total.
Arcana Rolls on the others
Yellow potions: 16
Blue potions: 20
Orange: 19
Xellos holds up the potion he grabbed first, "Appears to grant Giant Strength, though I don't know exactly what kind of giant. Should be useful."
After Apocalypse - Liavyre Withrethin Elf Ranger
Dragon of Autumn - Geoff Krowly Human Cleric
Princes of the Apocalypse - Leofir Sylvaranth Elf Rogue
The Windhovers' Call - Xellos Mazoku Tiefling Sorcerer
High Times at Low Tides - DM
Frandal: You have previous knowledge of the two potions that contain a blue liquid that bubbles and steams as if boiling. Each one is a Potion of Heroism.
Frandal and Xellos: Neither of you have any familiarity with or knowledge of the other two potion types (the yellowish liquid or the orange, flickering liquid).
Arcana 1: 12
Arcana 2: 9
Arcana 3: 20
"I wonder what these are and why they would be stored in an armoury?"
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Arissa: You're unable to shed any light on the nature of the last two kinds of potions.