Windarë would have cast Detect Magic as a ritual again once they got inside the basement.
Answering Luci's question about alarms she says, "I'm sure you all recall the door from the guard's break room to the main hall has a ward. It will trigger if the item is touched or anyone enters the trigger area, potentially 20 ft. So those of us without a card should stay back."
If she can see any other magic in the basement or walking towards the office she would share that information.
She detects an aura of abjuration on the Break Room’s western door. This corresponds to one of the Alarm spells indicated on documentation found by Dubh.
As Joorin climbs the stairs up into the break room he nervously eyes the crate in the corner...That had eyes a moment ago, I swear it did...
He doesn't break his gaze until he makes it up the stairs and into the safety of the room with the others.
"Listen, I may very well have drank 1 too many, but on our way out...stay away from the Southwest corner of that basement...that pile of crates that we didn't search? Gives me the jeebies...something sinister about it I swears."
He pats Dubh's hand that is hanging loose just at his height, casting another guidance spell as he does. "Thanks for the passcard big guy. Now we just need to make sure the guards don't see us...why don't you check the door to the main hall to ensure the coast is clear?"
(OOC: Guidance on you for this roll...so add a d4 to your perception check...seems like you are playing the role of scout for us in this scene thus far).
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
The Gemstone Wing appears unchanged. Parr notices tiny glyphs on the base of the egg’s pedestal and on the door frames, the Arcane Lock trap that Luci previously warned of. She can also see similar glyphs on the secret door, indicating that it too will lock if the system is triggered.
Par props one of the brooms just inside the jamb to block the secret passage from closing.....though she's unsure if that will have any effect on magical things.
" Here goes nothing...", she whispers. quickly plucking the stone from the plinth and at the same time placing the bucket down in its place.
Sleight of Hand: 18 if allowed to use Thieves Tools to assist +2 from Expertise.
If you have ever seen this you know that things do not go to plan.
As Parr lifts the egg off the pedestal, she has an immediate feeling of dread as she realizes that it is easily twice as heavy as she had anticipated, not to mention that it neither looks nor smells like a bucket of dirty mop water. The glyphs flash brightly and Parr feels a pulse of arcane energy. The broom propping open the secret door is sent flying and clatters to the floor as that door slams shut.
As Parr looks to the air vent as a means of escape she realizes that climbing into the opening with the heavy egg under her arm/wing will be more difficult than anticipated (Athletics check to enter the vent is at Disadvantage if carrying the egg.)
Guards in the Prehistoric Predators Exhibit are now on high alert. (Stealth checks to slip past them are at Disadvantage)
Parr quickly realizes that her thieves tools are no use on the magically locked door.
Jumping up, she manages to grab the edge of the vent with one hand while holding the egg in the other. With an unexpected feat of upper body strength, she manages to pull herself up and into the vent.
Peering out the other end of the vent into the Prehistoric Predator's Exhibit, she can see that it is dimly lit, but the two patrolling guards are carrying hooded lanterns.
(You can remain safely hidden in the vent, but if you want to emerge and sneak past the guards please make a Stealth roll with Disadvantage)
Parr quickly realizes that her thieves tools are no use on the magically locked door.
Jumping up, she manages to grab the edge of the vent with one hand while holding the egg in the other. With an unexpected feat of upper body strength, she manages to pull herself up and into the vent.
Peering out the other end of the vent into the Prehistoric Predator's Exhibit, she can see that it is dimly lit, but the two patrolling guards are carrying hooded lanterns.
(You can remain safely hidden in the vent, but if you want to emerge and sneak past the guards please make a Stealth roll with Disadvantage)
Parr peered out of the vent, seeing if she could spot Dubh or one of the others, and keeping track of the guards movements to determine the best current route downstairs. ( Perception:- 23)
Dubh goes through the door to the looking to lead Luci to the curator’s office. It was the place he mentioned before directed to lead the way and they did seem to have a big curiosity of its contents.
Assuming the doors aren’t locked, Dubh just walks room to room to room. He expects any lounging guards would have been in their office and any patrolling to be in the museum proper.
Dubh does not encounter any guards as he approaches the Curator’s Office.
Assuming that Windarë is following him,
she would detect an aura of transmutation magic coming from somewhere within the Curator’s Office.
The door is unlocked and opens easily. Looking inside, it appears much the same as it did previously, with the notable exception that Alda Arkin’s clutch is now sitting on top of her desk.
Windarë does cautiously follow Dubh. Seeing Alda's clutch she would go over to it. As she does, she first glances about the room to try to determine where the transmutation magic is coming from.
Assuming the magic is not directly tied to the clutch, she would then open it to see what might be inside.
(Before most of that happens, things get very interesting)
As Windarë crosses the threshold of the office she is filled with a sense of impending doom as she feels a pulse of arcane energy. The creepy life sized doll with the name ‘Marigold’ stitched on her vintage dress raises her lifeless head and stares at Windarë with unseeing eyes sending a shiver down her spine.
Marigold then rises and begins shambling toward the nearest intruder.
Marigold Initiative 10
(Everyone roll initiative please, including Parr)
(Windarë also make a Wisdom Save against Marigold’s Frightening Gaze)
“See? Creepy sex doll! I do told you do..,” Dubh states even as he moves across the room to stab at it with his sword and then spin around to follow up with a kick to its chest.
Shortsword Attack: 17 to hit, 7 damage
Bonus Action unarmed strike: 19 to hit, also 7 damage
On the off chance it tries to move out of combat with Dubh and he gets an attack of opportunity:
AoO Shortsword Attack: 14 to hit, 5 damage
Rollback Post to RevisionRollBack
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The Break Room remains vacant.
The door in the west wall leads to the Grand Entrance and the one in the south wall leads to the Records Room.
(Well, seems I'm behind on posting here!)
Windarë would have cast Detect Magic as a ritual again once they got inside the basement.
Answering Luci's question about alarms she says, "I'm sure you all recall the door from the guard's break room to the main hall has a ward. It will trigger if the item is touched or anyone enters the trigger area, potentially 20 ft. So those of us without a card should stay back."
If she can see any other magic in the basement or walking towards the office she would share that information.
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Windarë detects nothing in the basement.
She detects an aura of abjuration on the Break Room’s western door. This corresponds to one of the Alarm spells indicated on documentation found by Dubh.
As Joorin climbs the stairs up into the break room he nervously eyes the crate in the corner...That had eyes a moment ago, I swear it did...
He doesn't break his gaze until he makes it up the stairs and into the safety of the room with the others.
"Listen, I may very well have drank 1 too many, but on our way out...stay away from the Southwest corner of that basement...that pile of crates that we didn't search? Gives me the jeebies...something sinister about it I swears."
He pats Dubh's hand that is hanging loose just at his height, casting another guidance spell as he does. "Thanks for the passcard big guy. Now we just need to make sure the guards don't see us...why don't you check the door to the main hall to ensure the coast is clear?"
(OOC: Guidance on you for this roll...so add a d4 to your perception check...seems like you are playing the role of scout for us in this scene thus far).
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Par props one of the brooms just inside the jamb to block the secret passage from closing.....though she's unsure if that will have any effect on magical things.
" Here goes nothing...", she whispers. quickly plucking the stone from the plinth and at the same time placing the bucket down in its place.
Sleight of Hand: 18 if allowed to use Thieves Tools to assist +2 from Expertise.
As Parr lifts the egg off the pedestal, she has an immediate feeling of dread as she realizes that it is easily twice as heavy as she had anticipated, not to mention that it neither looks nor smells like a bucket of dirty mop water. The glyphs flash brightly and Parr feels a pulse of arcane energy. The broom propping open the secret door is sent flying and clatters to the floor as that door slams shut.
As Parr looks to the air vent as a means of escape she realizes that climbing into the opening with the heavy egg under her arm/wing will be more difficult than anticipated (Athletics check to enter the vent is at Disadvantage if carrying the egg.)
Guards in the Prehistoric Predators Exhibit are now on high alert. (Stealth checks to slip past them are at Disadvantage)
“Museum proper is that way,” Dubh says indicating that door. “Curators office that way. I found nothing but perhaps you need see for yourself?”
Dubh himself is eager to get to the Egg Room (coo coo kachoo?) but Lucifer Morningstar is calling the shots so he waits to see the plan…
((any indication to rest of us an alarm or something went off?))
No, even the rest of the guards are unaware.
Parr shrugs, it was not unexpected.
She first goes to the secret door to see if she can get it open.
Thieves Tools: 9
Failing that she heads for the vent:- 3
If that fails theres always another try at the secret door or the stairs to the attic.
Parr quickly realizes that her thieves tools are no use on the magically locked door.
Jumping up, she manages to grab the edge of the vent with one hand while holding the egg in the other. With an unexpected feat of upper body strength, she manages to pull herself up and into the vent.
Peering out the other end of the vent into the Prehistoric Predator's Exhibit, she can see that it is dimly lit, but the two patrolling guards are carrying hooded lanterns.
(You can remain safely hidden in the vent, but if you want to emerge and sneak past the guards please make a Stealth roll with Disadvantage)
Windarë waits, well back from the door to the main hall, as the others with passcards hang about in the guard break room.
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Parr peered out of the vent, seeing if she could spot Dubh or one of the others, and keeping track of the guards movements to determine the best current route downstairs. ( Perception:- 23)
“Lead on Mr. Dhiabal,” says Luci with a half smile.
Dubh goes through the door to the looking to lead Luci to the curator’s office. It was the place he mentioned before directed to lead the way and they did seem to have a big curiosity of its contents.
Assuming the doors aren’t locked, Dubh just walks room to room to room. He expects any lounging guards would have been in their office and any patrolling to be in the museum proper.
Dubh does not encounter any guards as he approaches the Curator’s Office.
Assuming that Windarë is following him,
she would detect an aura of transmutation magic coming from somewhere within the Curator’s Office.
The door is unlocked and opens easily. Looking inside, it appears much the same as it did previously, with the notable exception that Alda Arkin’s clutch is now sitting on top of her desk.
Windarë does cautiously follow Dubh. Seeing Alda's clutch she would go over to it. As she does, she first glances about the room to try to determine where the transmutation magic is coming from.
Assuming the magic is not directly tied to the clutch, she would then open it to see what might be inside.
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
(Before most of that happens, things get very interesting)
As Windarë crosses the threshold of the office she is filled with a sense of impending doom as she feels a pulse of arcane energy. The creepy life sized doll with the name ‘Marigold’ stitched on her vintage dress raises her lifeless head and stares at Windarë with unseeing eyes sending a shiver down her spine.
Marigold then rises and begins shambling toward the nearest intruder.
Marigold Initiative 10
(Everyone roll initiative please, including Parr)
(Windarë also make a Wisdom Save against Marigold’s Frightening Gaze)
Just in case…
Guards’ Initiative 18
(Windarë WIS Save: 12)
(Windarë initiative: 6)
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Initiative: 22
“See? Creepy sex doll! I do told you do..,” Dubh states even as he moves across the room to stab at it with his sword and then spin around to follow up with a kick to its chest.
Shortsword Attack: 17 to hit, 7 damage
Bonus Action unarmed strike: 19 to hit, also 7 damage
On the off chance it tries to move out of combat with Dubh and he gets an attack of opportunity:
AoO Shortsword Attack: 14 to hit, 5 damage