This post has potentially manipulated dice roll results.
Cainneach, a recognition growing slowly in his mind, says out loud to Thatch and anyone else who might be listening, "My word, this is a map. Not of our time, but Ellesland to be sure. Green for land, blue for rivers, red for settlements ..." He tries to pick out the pieces he recognises from the current day, then snaps back into the moment and calls out to Bretwald, "Priest, this is a map, most likely from Vallandar's time. Does that help you make any sense of the symbols? They appear to be towns or fortifications, perhaps some sort of battle plan?"
History12 (attempting to summon any recollections of the settlements marked by the red symbols)
Dru stifles a chuckle at Hotspur'ssong. Understanding Cainneach'sdiscovery, shesmiles. "Good eyes, Dob. I'd have missed that entirely if you hadn't noticed. I wonder if I can recognize anything."
Nature (trying to recognize natural landmarks that would correspond to areas she knows): 14 (game log)
Cainneach, a recognition growing slowly in his mind, says out loud to Thatch and anyone else who might be listening, "My word, this is a map. Not of our time, but Ellesland to be sure. Green for land, blue for rivers, red for settlements ..." He tries to pick out the pieces he recognises from the current day, then snaps back into the moment and calls out to Bretwald, "Priest, this is a map, most likely from Vallandar's time. Does that help you make any sense of the symbols? They appear to be towns or fortifications, perhaps some sort of battle plan?"
History12 (attempting to summon any recollections of the settlements marked by the red symbols)
Cainneach has not travelled far in any of the lands depicted with his homeland lying beyond what is the northern boundary, he thinks it likely that most probably no longer exist (in recognisable form) he thinks perhaps Cantorbridge is there and perhaps some old coastal keeps and thinks it likely that the midsized symbol inthe far south-west is Ongus the capital, though he has never seen it.
Dru stifles a chuckle at Hotspur'ssong. Understanding Cainneach'sdiscovery, shesmiles. "Good eyes, Dob. I'd have missed that entirely if you hadn't noticed. I wonder if I can recognize anything."
Nature (trying to recognize natural landmarks that would correspond to areas she knows): 14 (game log)
She recognises the Bogwater and White Rivers though there courses are somewhat altered today and the Forest River that runs through Fenring, she is struck by how her forest home once swallowed up the hills now on its borders and the North Hourla Hills to the north-east though again they lack much of their former greenery today.
Valor attempts to remember his history lessons to make sense of the old "map."
History: 18
His lessons serve him well, sighting Spa the oldest Selentine settlement that is still intact and relatively undeveloped since Selentine times. Sacred Water near Cantorbridge is known to have been continuously settled since before the Selentine Empire came, but very little, if anything remains to show that besides the spring that gives it its name. And all of those are in Albion.
Ongus was a Selentine city, and its likely there may have been something on the site before - some say the Great Oak (it's now the Great Stump) must have been two thousand years old when it died simply based on its enormous size compared to other oaks but there's no clear evidence for that beyond an idea that it was a place of worship pre-Selentine times. The only significant Selentine buildings in the city is Oldfort, which is now the prison, the former headquarters of the Selentine Empire sewerage board, which is now the Convent of Saint Ashanax (a convent and a hospital - the Selentine sewers remain intact under the city, and the brick latrinas scattered around the city that were really built to last (and connect to the sewers). There is a temple of Mars in the city but it's a ruin.
Judging from their positions he thinks it likely many of the symbols are hill forts and with their age perhaps with there is little there today but overgrown earth rings. But he thinks it likely some places may be worth a look in future.
"That is a remarkable find. An old map. Which makes me wonder what could be in the chest." says Morseth
Thatch nods at Morseth’s comment “Me too, Morseth. It is not locked, but it does look like there is a plate that may release some sort of gas if you don’t open it just the right way. I may be able to jam it. Stand back, everyone.” Thatch covers his mouth and nose with his cloak, just in case, and fiddles with his two metal picks to try to disable the plate and open the chest.
"That is a remarkable find. An old map. Which makes me wonder what could be in the chest." says Morseth
Thatch nods at Morseth’s comment “Me too, Morseth. It is not locked, but it does look like there is a plate that may release some sort of gas if you don’t open it just the right way. I may be able to jam it. Stand back, everyone.” Thatch covers his mouth and nose with his cloak, just in case, and fiddles with his two metal picks to try to disable the plate and open the chest.
Sleight of hand (Thieves Tools) 10.
Plus bardic inspiration if applicable 2.
23
Thatch manages to avoid the worst of the colourless vapour that sprays out, he fights off vague feelings of paranoia as some of the vapour makes skin contact but is otherwise uneffected.
Looking into the chest he sees a pile of gold coins with holes bored in their centre and atop the pile an empty tan leather bag tied with twined red hair.
Morseth moves closer and looks into the chest. "Well the gold coin is appreciated, but I wonder what is in the leather bag" He prods the bag with his dagger making sure not to cut any of the red hair.
Morseth moves closer and looks into the chest. "Well the gold coin is appreciated, but I wonder what is in the leather bag" He prods the bag with his dagger making sure not to cut any of the red hair.
"Impressive that that trap was still functioning after all this time. We'll have to be even more careful moving forward. Well, an empty bag is no use, might as well fill it with those coins and bring them with us..." remarks Hotspur.
Cainneach shares what he can understand about the map with Bretwald, Valor, and the rest, then steps aside as the chest is opened. He is appreciative of the loot contained in the chest, but tries to remind himself that he's been getting along for some time now with very little in the way of coin. Cainneach then instinctively drifts toward wherever Dru/Twiggy is standing while the party decides how to proceed.
When Cainneach approaches Dru, she is frowning. "Watch the priest," she whispers, "He encourages risk in others, but takes none himself. No offers to help the wounded or provide any guidance. I do not trust him."
When Drusees the red hair sewn into the bag, she unconciously touches her own locks. She shakes herself and tries to decide if there is anything useful to find by examining the walls.
When Cainneach approaches Dru, she is frowning. "Watch the priest," she whispers, "He encourages risk in others, but takes none himself. No offers to help the wounded or provide any guidance. I do not trust him."
When Drusees the red hair sewn into the bag, she unconciously touches her own locks. She shakes herself and tries to decide if there is anything useful to find by examining the walls.
Valor examines the coins to see if he recognizes them (also, are the holes meant to be there? History roll? 6)
(Is this like an easy pile to move, or is it more like a Pirates of the Caribbean giant chest full?)
Valor doesn't recognise the coins but he does recall some foreign coins his father had that had square holes in the centre, they certainly seem to be part of the design and not bored after minting..
When Cainneach approaches Dru, she is frowning. "Watch the priest," she whispers, "He encourages risk in others, but takes none himself. No offers to help the wounded or provide any guidance. I do not trust him."
When Drusees the red hair sewn into the bag, she unconciously touches her own locks. She shakes herself and tries to decide if there is anything useful to find by examining the walls.
A half-smile briefly appears on Cainneach's face and he lets out a barely audible sigh, but he doesn't turn to glance at the subject of Dru's comment. He observes Dru as she examines the walls, hoping to detect any methods of investigation he might add.
When Cainneach approaches Dru, she is frowning. "Watch the priest," she whispers, "He encourages risk in others, but takes none himself. No offers to help the wounded or provide any guidance. I do not trust him."
When Drusees the red hair sewn into the bag, she unconciously touches her own locks. She shakes herself and tries to decide if there is anything useful to find by examining the walls.
A half-smile briefly appears on Cainneach's face and he lets out a barely audible sigh, but he doesn't turn to glance at the subject of Dru's comment. He observes Dru as she examines the walls, hoping to detect any methods of investigation he might add.
After observing for a bit he's fairly certain that any forward movement will be through the portcullis.
Cainneach, a recognition growing slowly in his mind, says out loud to Thatch and anyone else who might be listening, "My word, this is a map. Not of our time, but Ellesland to be sure. Green for land, blue for rivers, red for settlements ..." He tries to pick out the pieces he recognises from the current day, then snaps back into the moment and calls out to Bretwald, "Priest, this is a map, most likely from Vallandar's time. Does that help you make any sense of the symbols? They appear to be towns or fortifications, perhaps some sort of battle plan?"
History 12 (attempting to summon any recollections of the settlements marked by the red symbols)
Active - Player: Sleeping Gods ---- Complete - Player: Masquerade, Teleportation Machine ---- Complete - DM: Extradimensional Spaces
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Dru stifles a chuckle at Hotspur's song. Understanding Cainneach's discovery, she smiles. "Good eyes, Dob. I'd have missed that entirely if you hadn't noticed. I wonder if I can recognize anything."
Nature (trying to recognize natural landmarks that would correspond to areas she knows): 14 (game log)
Tamryn - lvl 4 Wood Elf Rogue - Circle of Light Campaign || Drusilla - lvl 1 Half-Elf Ranger - Sleeping Gods || Grrzark - lvl 1 Goblin Barbarian - Danger at Darkshelf Quarry || DM - LTG - Curse of Strahd
Valor attempts to remember his history lessons to make sense of the old "map."
History: 17
**By the Light of the Sun, you will burn!**
Previously BENEFICENCE
DM: Storm Lord's Wrath || Syr Valor Dayne: Sleeping Gods || tooltips | guides | dice |
"That is a remarkable find. An old map. Which makes me wonder what could be in the chest." says Morseth
Cainneach has not travelled far in any of the lands depicted with his homeland lying beyond what is the northern boundary, he thinks it likely that most probably no longer exist (in recognisable form) he thinks perhaps Cantorbridge is there and perhaps some old coastal keeps and thinks it likely that the midsized symbol inthe far south-west is Ongus the capital, though he has never seen it.
She recognises the Bogwater and White Rivers though there courses are somewhat altered today and the Forest River that runs through Fenring, she is struck by how her forest home once swallowed up the hills now on its borders and the North Hourla Hills to the north-east though again they lack much of their former greenery today.
His lessons serve him well, sighting Spa the oldest Selentine settlement that is still intact and relatively undeveloped since Selentine times. Sacred Water near Cantorbridge is known to have been continuously settled since before the Selentine Empire came, but very little, if anything remains to show that besides the spring that gives it its name. And all of those are in Albion.
Ongus was a Selentine city, and its likely there may have been something on the site before - some say the Great Oak (it's now the Great Stump) must have been two thousand years old when it died simply based on its enormous size compared to other oaks but there's no clear evidence for that beyond an idea that it was a place of worship pre-Selentine times. The only significant Selentine buildings in the city is Oldfort, which is now the prison, the former headquarters of the Selentine Empire sewerage board, which is now the Convent of Saint Ashanax (a convent and a hospital - the Selentine sewers remain intact under the city, and the brick latrinas scattered around the city that were really built to last (and connect to the sewers). There is a temple of Mars in the city but it's a ruin.
Judging from their positions he thinks it likely many of the symbols are hill forts and with their age perhaps with there is little there today but overgrown earth rings. But he thinks it likely some places may be worth a look in future.
Thatch nods at Morseth’s comment “Me too, Morseth. It is not locked, but it does look like there is a plate that may release some sort of gas if you don’t open it just the right way. I may be able to jam it. Stand back, everyone.” Thatch covers his mouth and nose with his cloak, just in case, and fiddles with his two metal picks to try to disable the plate and open the chest.
Sleight of hand (Thieves Tools) 10.
Plus bardic inspiration if applicable 2.
.
23
Thatch manages to avoid the worst of the colourless vapour that sprays out, he fights off vague feelings of paranoia as some of the vapour makes skin contact but is otherwise uneffected.
Looking into the chest he sees a pile of gold coins with holes bored in their centre and atop the pile an empty tan leather bag tied with twined red hair.
Valor makes a mental note of the map and points out some of the more interesting features to Father Bretwald.
He steps back a step at Thatch's words. Then after the trap is sprung, says, "Good work, Thatch. Are you alright?"
**By the Light of the Sun, you will burn!**
Previously BENEFICENCE
DM: Storm Lord's Wrath || Syr Valor Dayne: Sleeping Gods || tooltips | guides | dice |
Bretwald peers at the contents of the chest nodding to Valor about the map, " See! Theres bound to be more as well!
Morseth moves closer and looks into the chest. "Well the gold coin is appreciated, but I wonder what is in the leather bag" He prods the bag with his dagger making sure not to cut any of the red hair.
It seems to be empty.
"Impressive that that trap was still functioning after all this time. We'll have to be even more careful moving forward. Well, an empty bag is no use, might as well fill it with those coins and bring them with us..." remarks Hotspur.
Cainneach shares what he can understand about the map with Bretwald, Valor, and the rest, then steps aside as the chest is opened. He is appreciative of the loot contained in the chest, but tries to remind himself that he's been getting along for some time now with very little in the way of coin. Cainneach then instinctively drifts toward wherever Dru/Twiggy is standing while the party decides how to proceed.
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Cainneach (and DM):
When Cainneach approaches Dru, she is frowning. "Watch the priest," she whispers, "He encourages risk in others, but takes none himself. No offers to help the wounded or provide any guidance. I do not trust him."
When Dru sees the red hair sewn into the bag, she unconciously touches her own locks. She shakes herself and tries to decide if there is anything useful to find by examining the walls.
Investigation: 13 (game log)
Tamryn - lvl 4 Wood Elf Rogue - Circle of Light Campaign || Drusilla - lvl 1 Half-Elf Ranger - Sleeping Gods || Grrzark - lvl 1 Goblin Barbarian - Danger at Darkshelf Quarry || DM - LTG - Curse of Strahd
The walls appear to be solid stone, some sort of polished granite...nothing else can be found in here.
Valor examines the coins to see if he recognizes them (also, are the holes meant to be there? History roll? 4)
(Is this like an easy pile to move, or is it more like a Pirates of the Caribbean giant chest full?)
**By the Light of the Sun, you will burn!**
Previously BENEFICENCE
DM: Storm Lord's Wrath || Syr Valor Dayne: Sleeping Gods || tooltips | guides | dice |
Valor doesn't recognise the coins but he does recall some foreign coins his father had that had square holes in the centre, they certainly seem to be part of the design and not bored after minting..
He estimates there are about 200 coins here.
A half-smile briefly appears on Cainneach's face and he lets out a barely audible sigh, but he doesn't turn to glance at the subject of Dru's comment. He observes Dru as she examines the walls, hoping to detect any methods of investigation he might add.
Active - Player: Sleeping Gods ---- Complete - Player: Masquerade, Teleportation Machine ---- Complete - DM: Extradimensional Spaces
Come join the Worlds of Pphost, a new and growing PbP community! Adventures are currently running in the world of Haven or do some role-playing!
It never hurts to help! ---- PbP: [Rolling Dice] [Tooltips] ---- DDB Content: [Free Adventures] [Encounter of the Week]
After observing for a bit he's fairly certain that any forward movement will be through the portcullis.
"Well then, let's put the coin in the bag and head off to the portcullis, then, eh?"