Kragen returns towards the entrance after seeing Xymox unsuccessful attempt at the door. As he is returning, he unstraps the Fey Wardens Glaive from his back and uses it to maneuver the barrel in the northwest corner around towards the pool steps. Once the barrel is up and out of the pool, resting on the steps. Opens the lid to see what is inside.
Before Kragen opens the barrel "Kragen perhaps detecting magic first on the glyph before we open it? And if it is see about dispelling it first before opening it?
While my experience is limited with these things nothing in here has been friendly, so I assume something bad is in there. The question is if it's causing the bad, or has something been locked away?
At least let's use Starker's mage hand or unseen servant to try and open it first."
Kragen is able to fish a barrel out of the flooded chamber. It has the minerals glyph upon it. The barrel seems empty. You can find no way to open it without breaking it.
He then casts Detect Magic. All of the barrels faintly radiate Magic, Transmutation school.
Hoid wades into the befouled ale to cross the room. Its poisonous effect is resisted by his stout constitution, DC14 CON save vs poison (Advantage) = 23. He tries Craddock the Forceful’s key in the lock…..it does not open. He then attempts to pick the lock, Sleight of Hand check = 3. He fails. (Even with all of the added on bonuses)
Hoid remains by the door at the far end of the chamber. Starker and Kragen are at the edge of the foul ale flooding the room. The barrel bearing the ‘minerals’ glyph sits in front of Kragen. Starker has just cast Knock upon the door.
A short flight of steps climbs up after you open the door to drier ground above. A single sconce on the wall provides dim light from the lamp there. The walls and floor remain slick with foul ale and the ceiling is covered in the familiar pipes, nozzle and valves. The hall turns to the left where brighter flickering light can be seen.
Chadwick will use 20HP of LoH to heal himself.
Kragen returns towards the entrance after seeing Xymox unsuccessful attempt at the door. As he is returning, he unstraps the Fey Wardens Glaive from his back and uses it to maneuver the barrel in the northwest corner around towards the pool steps. Once the barrel is up and out of the pool, resting on the steps. Opens the lid to see what is inside.
Before Kragen opens the barrel "Kragen perhaps detecting magic first on the glyph before we open it? And if it is see about dispelling it first before opening it?
While my experience is limited with these things nothing in here has been friendly, so I assume something bad is in there. The question is if it's causing the bad, or has something been locked away?
At least let's use Starker's mage hand or unseen servant to try and open it first."
"Fair point Chadwick." looking back at the barrel and it's markings
Kragen begins the ritual incantation for Detect Magic, this takes him 10 minutes.
Ritual Casting of Detect Magic L1
Hoid will offer Craddock’s magic key for someone that walks on walls or water to try on the door.
If that fails, Hoid will wade into the water to try to pick the lock, using heroic inspiration (and Tactical Mind if needed).
If it will help, Xymox can use bardic inspiration on Hoid.
Keep in mind all, Steve mentioned the door opens inward.
The door opens into the room.
if it’s picked, I suspect we need to remove a majority of the retched ale to open it.
maybe Starker can continue to decipher the valves in attempt to move the ale out of this reservoir.
If the door is water tight and the other side is dry, yes. But if liquid is on both sides, forces balance and the door should open relatively easily.
Fair point. Not suggesting we don’t try.
Kragen is able to fish a barrel out of the flooded chamber. It has the minerals glyph upon it. The barrel seems empty. You can find no way to open it without breaking it.
He then casts Detect Magic. All of the barrels faintly radiate Magic, Transmutation school.
Hoid wades into the befouled ale to cross the room. Its poisonous effect is resisted by his stout constitution, DC14 CON save vs poison (Advantage) = 23. He tries Craddock the Forceful’s key in the lock…..it does not open. He then attempts to pick the lock, Sleight of Hand check = 3. He fails. (Even with all of the added on bonuses)
Starker walks on water …. -y yuck over to the foot and casts Knock using an L3 slot.
“Please allow me to move back to the far adit before anyone attempts to open the hopefully now-unocked door. “
Walks back over the liquid with a slow, steady, stately, dignified pace.
There is a loud KNOCK!! that emanates from the door after Starker casts his spell,
Hoid remains by the door at the far end of the chamber. Starker and Kragen are at the edge of the foul ale flooding the room. The barrel bearing the ‘minerals’ glyph sits in front of Kragen. Starker has just cast Knock upon the door.
Hoid waits for Starker to run away. Absent suggestions to the contrary, Hoid will then attempt to open the door.
Going once…
Going twice…
Starker goes around the corner a little. “Good luck, Hoid. I’m fully behind your efforts. Pray do open the door.”
A short flight of steps climbs up after you open the door to drier ground above. A single sconce on the wall provides dim light from the lamp there. The walls and floor remain slick with foul ale and the ceiling is covered in the familiar pipes, nozzle and valves. The hall turns to the left where brighter flickering light can be seen.
Hoid will peak around the corner before ceding the lead, and glory, to Chadwick.
Also, everyone should mind the poisonous liquid as they traverse the flooded room.
Starker takes 3rd position, walking across the filthy pond and staying behind Hoid. “I wonder what is in the barrell marked Death.”