This post has potentially manipulated dice roll results.
Seeing Hakan start to freeze the links, Yom applies his Smiths skill and Intelligence to try and hasten the weakening of the metal joints, whilst keeping ChatkCha ready to attack if needed.
INT roll + proficiency with Smiths Tools (adv) = ( 11 )
I'll let you break your own previously damaged manacle chain with your previous experience in metal working given the water is causing simultaneous damage.
Yom Doo begins working on Ronin's collar lock but will need a bit more time. (The hand locks are magical runic locks, and though not impossible to "pick", are much harder)
In the midst of frantic movement, the once inanimate skeleton begins to twitch. The periodic subtle movements that had once gone unnoticed slowly become more pronounced... as the skeleton begins to move its arms. It slowly picks itself off the floor, scanning around the room with its dusty cracked skull turning. As a few more moments pass, its movements become less stiff and more fluid... as it assesses the magical restraints and starts to remove them from itself. (Got a 21 arcana check on dndbeyond)
How do you plan to remove them? Hakan probably doesn't know you are there to be freed, so any action you decide on will be your own. Arcana (at least in my world) will let you shape the magic you produce, but there has to be magic first.
Yom continues to help Ronin remove his arm restraints, but suddenly see’s the skeleton animating at the end of the chain. Having dealt with these undead pests in the past, he knew it would attack mindlessly the second it was able.
What I was attempting to do, was undo the shackles by undoing the principles which held the shackles in place. In my head, Abrax would look at the methods used and go "Oh, its one of these things huh, and use his magical knowledge to undo it like a rubicks cube.
Ronin looks at the sudden rising skeleton in the room and minorly panics, "Quick, quick, quick. Gets the chains off my arms, we got on undead in the room..."
This post has potentially manipulated dice roll results.
Kosh just stands quietly watching the actions of his companions. He just remains quiet as they work to break the chains, keeping his awareness of the situation.
The skeleton starts to speak “Well… this seems to be quite the conundrum. Maybe you fine individuals can let me know what’s going on once I get these aweful chains off of us”
There is a pause, then a stream of words comes from the skeleton’s mouth “Lock hidden from the mundane eye, held fast by the magic’s whisper. Come undone, for I am the key” and with a gentle motion of its boney finger tapping onto the restraint a spell is released.
Freezing Water Damage: 6
Freezing Water Damage: 1
Freezing Water Damage: 6
Freezing Water Damage: 4
Freezing Water Damage: 3
Freezing Water Damage: 8
Freezing Water Damage: 7
D&D since 1984
One action you get automatically.
DC 10 will count as two successes.
DC 20 will get three successes and 2 damage on another link. That would be enough to break the chain Ronin started working on already.
You choose how the two successes are applied.
INT roll + proficiency with Smiths Tools (adv) = ( 11 )
Ronin and Yom
D&D since 1984
I'll let you break your own previously damaged manacle chain with your previous experience in metal working given the water is causing simultaneous damage.
Once they're done I'll start in on Kosh.
Arcana: 15
If another is needed: Pre-rolled: Arcana: 10
D&D since 1984
/OOC Not sure as to the check needed, but here is a naked 1d20 (9)
Yom Doo begins working on Ronin's collar lock but will need a bit more time. (The hand locks are magical runic locks, and though not impossible to "pick", are much harder)
OOC
Kosh (and Abrax) still have actions available for this round. We wait a while, and then assumed a held action.
Ronin says to Yom, "Big one.... my arms not my neck. im more useful with more limbs free..."
In the midst of frantic movement, the once inanimate skeleton begins to twitch. The periodic subtle movements that had once gone unnoticed slowly become more pronounced... as the skeleton begins to move its arms. It slowly picks itself off the floor, scanning around the room with its dusty cracked skull turning. As a few more moments pass, its movements become less stiff and more fluid... as it assesses the magical restraints and starts to remove them from itself. (Got a 21 arcana check on dndbeyond)
OOC
How do you plan to remove them? Hakan probably doesn't know you are there to be freed, so any action you decide on will be your own. Arcana (at least in my world) will let you shape the magic you produce, but there has to be magic first.
OOC
What I was attempting to do, was undo the shackles by undoing the principles which held the shackles in place. In my head, Abrax would look at the methods used and go "Oh, its one of these things huh, and use his magical knowledge to undo it like a rubicks cube.
Ooc
Let's move to private message so I can see what you are trying to do. I'm trying to figure out what class ability would allow for that.
Ronin looks at the sudden rising skeleton in the room and minorly panics, "Quick, quick, quick. Gets the chains off my arms, we got on undead in the room..."
Kosh just stands quietly watching the actions of his companions. He just remains quiet as they work to break the chains, keeping his awareness of the situation.
OOC: insight check: 20
Taking the dodge action for this round.
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
The skeleton starts to speak “Well… this seems to be quite the conundrum. Maybe you fine individuals can let me know what’s going on once I get these aweful chains off of us”
There is a pause, then a stream of words comes from the skeleton’s mouth “Lock hidden from the mundane eye, held fast by the magic’s whisper. Come undone, for I am the key” and with a gentle motion of its boney finger tapping onto the restraint a spell is released.
Knock is Cast.
Please roll an Arcana check in this thread.
Chose the first target to be unlocked.
DC 10 two near by objects are effected
DC 15 three near by objects are effected.
DC 20 all nearby objects are unlocked.