(OOC: We're getting all of the low rolls out of the way early on! Hopefully that 14was high enough, otherwise, we'll have to keep working the problem.)
Xanrym sees that the insignia is very old, probably from a time when this city was ruled by the drow. Apart from that, the operation of the door is a mystery.
Khessa sighs; she was hoping the way to open the passage was more obvious... but she quickly turns her blue eyes to the wizard of the party and suggests: "Theldrin, if I remember correctly, we already established that the glowing gold stain is magical... You know a ritual to learn the details of a spell in progress or how to use a magical item, right? You could try casting that ritual on the gold stain... Maybe you'd discover how to use it."
Xanrym sees that the insignia is very old, probably from a time when this city was ruled by the drow. Apart from that, the operation of the door is a mystery.
(OOC: Wait, have we been saying "Blood for Lolth" in Common? If so...)
Xanrym tries moving close to the insignia again and then saying in Elvish, "Blood for Lolth."
If that doesn't work, then Xanrym suggests, "The Drow can all see in the dark. If this secret door is magical, maybe it can only be opened in darkness? Or perhaps the mechanism is only visible to Darkvision, in the absence of Light?"
If that doesn't work, his other idea is, "Do you think that this door can only be opened by a drow elf? Maybe we could get Numa to try it or at least touch it? Or perhaps it requires the blood of a drow elf?"
Finally, if Syllen's Detect Magic doesn't reveal the mechanism for opening the door, while they wait for Theldrin to cast Identify, Xanrym says, "Do you think the door could have been crafted out of the stone from the Earth Node? Maybe we need to cast a spell on the door itself to 'trigger' it?"
Apart from the magic items on yourselves, Syllen sees that the stain on the wall indeed is magical. As soon as Theldrin begins to cast a spell on it, the stain lights up golden. Around the stain a door shines blue and open inwards to a dark tunnel behind. Theldrin understands that any magic used on the insignia would have opened it.
You all go down the tunnel beyond and to the inner sanctum of Matron Ellessarwa of House Dusklorn. How do you light the way as you go?
Apart from the magic items on yourselves, Syllen sees that the stain on the wall indeed is magical. As soon as Theldrin begins to cast a spell on it, the stain lights up golden. Around the stain a door shines blue and open inwards to a dark tunnel behind. Theldrin understands that any magic used on the insignia would have opened it.
You all go down the tunnel beyond and to the inner sanctum of Matron Ellessarwa of House Dusklorn. How do you light the way as you go?
Woo hoo!
Xanrym volunteers to scout at least 60-ft ahead of the group this time, using Stealth and the last of his Invisibility to ensure that he doesn't alert the drow. Maybe it's a good time to use that spell scroll of Darkvision that he had Syllen create so that he doesn't need a light himself.
If the way ahead is dark, Xanrym hopes that there's a solid door at the far end of Elessarwa's room so that they don't give themselves away with light before the reach her room, but he does have half-a-dozen candles in his pack that they could use for illumination without casting too much light. Even if they do that, it's probably a good idea to cast Light on a couple of items now and to bring them along, fully covered. That way, when they first enter Ellesarwa's torture chamber, they can fist cast those items into the room to light the scene.
Planning ahead
If there's a door at the Ellesarwa-end of the tunnel, Xanrym suggests that they gather right outside it and douse all lights before he tries to open the door. Then, he'll try to sneak through the door and into Ellesarwa's torture chamber. If he finds the matriarch there, he'll cast Silence on her. When his companions hear him casting the spell, that'll be their signal to rush into the room to attack. As they enter, they can toss their Light objects into the room, toward Ellesarwa.
If anyone has a way to keep Ellesarwa and her wizard consort in the area of Silence, they should start with that.
Note: we don't know the dimensions of the room, but Xanrym will try to position the AoE of Silence so that it covers Ellesarwa and ideally leaves at least a little space where The Company's spellcasters can see the enemy without entering the area of Silence. (That probably means centering the Silence on Ellesarwa or right between Ellesarwa and the wizard, if he's there with her.)
Not sure what to do if we get into Ellesarwa's torture chamber, and she's not there. Just hide in the darkness and wait for her to arrive?
Theldrin casts Light on a copper piece and keeps it handy but tucked away. Assuming the rest of the party follows Xanrym he falls in line, keeping towards the center of the group.
“Well I am happy to go with your plan. It might be best if we don't waste a spell scroll if we do not have to. I can just cast darkvision on you. Also if you manage to get Elessarwa in the silence spell I am happy to keep her in place with Entangle.”
(OOC: If Syllen understands how hex works he would suggest Coriana casting hex and pick Str checks. That way if Elessarwa fails her first saving throw she will have disadvantage on getting out of Entangle.)
Xanrym asks Coriana to make him a token with Light. Since he'll be the first one in the room, he can toss the token toward Ellesarwa as soon as he casts his Silence spell.
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I think that Xanrym could re-roll if he wants to. Technically you've just given Theldrin advantage, not added your own modifier to the roll.
Xanrym - Investigation: 14
Trying to figure out the operation of the secret door in the tannery.
(OOC: Hm...decent but not great. Since our whole plan depends on getting through this door, I'll use Xanrym's Heroic Inspiration to re-roll that.)
Investigation: 11
(OOC: We're getting all of the low rolls out of the way early on! Hopefully that 14 was high enough, otherwise, we'll have to keep working the problem.)
Xanrym sees that the insignia is very old, probably from a time when this city was ruled by the drow. Apart from that, the operation of the door is a mystery.
[[ OOC: OK, assuming the passage didn't open. ]]
Khessa sighs; she was hoping the way to open the passage was more obvious... but she quickly turns her blue eyes to the wizard of the party and suggests: "Theldrin, if I remember correctly, we already established that the glowing gold stain is magical... You know a ritual to learn the details of a spell in progress or how to use a magical item, right? You could try casting that ritual on the gold stain... Maybe you'd discover how to use it."
Hearing Khessa’s question, Syllen speaks.
“I can quickly check if there is anything magical in the area.”
With that Syllen casts Detect Magic and will look to see if anything about the wall or in the room is magical.
(OOC: Wait, have we been saying "Blood for Lolth" in Common? If so...)
Xanrym tries moving close to the insignia again and then saying in Elvish, "Blood for Lolth."
If that doesn't work, then Xanrym suggests, "The Drow can all see in the dark. If this secret door is magical, maybe it can only be opened in darkness? Or perhaps the mechanism is only visible to Darkvision, in the absence of Light?"
If that doesn't work, his other idea is, "Do you think that this door can only be opened by a drow elf? Maybe we could get Numa to try it or at least touch it? Or perhaps it requires the blood of a drow elf?"
Finally, if Syllen's Detect Magic doesn't reveal the mechanism for opening the door, while they wait for Theldrin to cast Identify, Xanrym says, "Do you think the door could have been crafted out of the stone from the Earth Node? Maybe we need to cast a spell on the door itself to 'trigger' it?"
[[Forgot about the reroll rule. I assume I didn't spend my luck point and heroic inspiration then.]]
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Assuming Syllen detects magic on the wand stain, Theldrin will begin casting Identify as a ritual.
Apart from the magic items on yourselves, Syllen sees that the stain on the wall indeed is magical. As soon as Theldrin begins to cast a spell on it, the stain lights up golden. Around the stain a door shines blue and open inwards to a dark tunnel behind. Theldrin understands that any magic used on the insignia would have opened it.
You all go down the tunnel beyond and to the inner sanctum of Matron Ellessarwa of House Dusklorn. How do you light the way as you go?
Woo hoo!
Xanrym volunteers to scout at least 60-ft ahead of the group this time, using Stealth and the last of his Invisibility to ensure that he doesn't alert the drow. Maybe it's a good time to use that spell scroll of Darkvision that he had Syllen create so that he doesn't need a light himself.
If the way ahead is dark, Xanrym hopes that there's a solid door at the far end of Elessarwa's room so that they don't give themselves away with light before the reach her room, but he does have half-a-dozen candles in his pack that they could use for illumination without casting too much light. Even if they do that, it's probably a good idea to cast Light on a couple of items now and to bring them along, fully covered. That way, when they first enter Ellesarwa's torture chamber, they can fist cast those items into the room to light the scene.
Planning ahead
If there's a door at the Ellesarwa-end of the tunnel, Xanrym suggests that they gather right outside it and douse all lights before he tries to open the door. Then, he'll try to sneak through the door and into Ellesarwa's torture chamber. If he finds the matriarch there, he'll cast Silence on her. When his companions hear him casting the spell, that'll be their signal to rush into the room to attack. As they enter, they can toss their Light objects into the room, toward Ellesarwa.
If anyone has a way to keep Ellesarwa and her wizard consort in the area of Silence, they should start with that.
Note: we don't know the dimensions of the room, but Xanrym will try to position the AoE of Silence so that it covers Ellesarwa and ideally leaves at least a little space where The Company's spellcasters can see the enemy without entering the area of Silence. (That probably means centering the Silence on Ellesarwa or right between Ellesarwa and the wizard, if he's there with her.)
Not sure what to do if we get into Ellesarwa's torture chamber, and she's not there. Just hide in the darkness and wait for her to arrive?
I know it will get crowded, but Coriana summons Asclepius.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Theldrin casts Light on a copper piece and keeps it handy but tucked away. Assuming the rest of the party follows Xanrym he falls in line, keeping towards the center of the group.
Looking at where Syllen thinks Xanrym is.
“Well I am happy to go with your plan. It might be best if we don't waste a spell scroll if we do not have to. I can just cast darkvision on you. Also if you manage to get Elessarwa in the silence spell I am happy to keep her in place with Entangle.”
(OOC: If Syllen understands how hex works he would suggest Coriana casting hex and pick Str checks. That way if Elessarwa fails her first saving throw she will have disadvantage on getting out of Entangle.)
[[I will make that a priority.]]
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Avery will cover rear
Xanrym asks Coriana to make him a token with Light. Since he'll be the first one in the room, he can toss the token toward Ellesarwa as soon as he casts his Silence spell.