(Syllen can tell the magic is in fact inside the box. Darci is in the level above you)
There is in fact a faint magical aura coming from the Horned Society's cache, although not nearly as powerful as the magic from the box. The box itself is well made, and will likely need a tool or similar to open.
Khessa comments: "If the magic is inside... I assume it's the magic of the king's bones, not some magical trap. A trap would protect the chest—so it should be detected on it, not inside it."
Xanrym remarks dryly, "Unless the box contains both the bones and a trap."
Theldrin walks along the perimiter of the box, scowling and muttering to himself as he studies the sides. Coming to a stop by the others, he muses quietly, "Very curious indeed... why such a large box?" He adds with a grin, "I have to assume given our history that it's for undead guardians. Or spiders.... or both."
Xanrym can't help but laugh at that, but then he shudders and says, "Imagine a spider that big! Fharlanghn protect us!"
(OOC: IIRC, The Company hasn't faced many opponents who are larger than Large size, probably just that (Huge) undead amalgamation in the graveyard in the Necromancer's Spike and the (Gargantuan) Kraken.)
The blonde arcane warrior waits for a nod of confirmation, however, once she's ready: "Shall I open?"
Theldrin....seems hesitant to try to open it just yet, "Should we check for traps?"
Xanrym says, "Well, I'd like to make sure that we're the only ones down here first." He points to the two doors at the stern of the cargo hold, behind the giant box.
Xanrym's intent is to listen at those doors -- first room 15 and then room 14 -- for any hint of what's beyond. Then he would check each for traps or locks, and if he doesn't detect any, open the door to check what's in those rooms. He assumes that it's just more storage, but he'd like to be sure before they start messing with the giant box and its magical contents.
Xanrym checks the lower room, and finds the pantry, mostly filled with foodstuffs and some gear belonging to The Broken Crown. In the northern room, however, he hears the sound of someone inside. He opens the door to find the brig of the ship. Behind the bars is a woman dressed in the dirtied robes of a scholar from the Great Library of Greyhawk. She looks at you cautiously with an intense stare, clearly afraid of making any false move.
Xanrym checks....the northern room....to find the brig of the ship. Behind the bars is a woman dressed in the dirtied robes of a scholar from the Great Library of Greyhawk.
(OOC: @drumdigby - is the shaded area on the map the "big box"? How tall is it? I'm assuming that Xanrym cannot see over it to see his companions. Also, the grid-snapping makes it difficult to position his minor illusion on the map, but it would be in the corner, angled so that both he and The Company can see and read it.)
Xanrym puts his finger to his lips in a shushing gesture and glances back to the south. He taps quietly on his Rhythm-Maker's Drum, gesturing toward the southwest corner of the cargo hold (just outside room 15 where the path around the big box turns from starboard toward the bow and the rest of The Company). He casts a Minor Illusion of a large sign or placard, like you'd see advertising a theater production. But this sign has an arrow pointed toward the north with the words:
| \ ------------| \ | ⟩ ------------| / | /
Found a prisoner!
Once Xanrym creates the illusory sign to alert his companions, he enters the room (14) and asks quietly, "Who are you? How did you come to be here?" He's careful not to go too close to the woman or the bars of the brig, but he gets close enough that they can speak quietly.
Khessa would be tempted to smile at the Bard's creativity, but reading the sign that mentions a 'prisoner', she hurries, worried, to check it out.
"Don't worry, we'll save you" the Blonde Arcane warrior smiles at the other, trying to reassure her. She already imagines that the other is part of the 'gifts' intended for Iuz, including the famous bones. In fact, perhaps she was kidnapped precisely because her knowledge will allow them to put the bones to good use... It's clear that the poor woman must be freed.
The tall adventuress tries to see if she can quickly locate a key to open the bars.
Theldrin notices Xanrym's sign and moves to where he can get a view of the room. Watching the bard's interaction with the prisoner, his usual frown turns into a concerned look. "Well, this changes things... he mutters to himself under his breath, as he wonders if the Company will be able to escape the ship without a fight.
”M…my name is Seraphel Durn. I am a scholar from the Great Library. I was kidnapped and imprisoned here by a Tiefling. Thank you for rescuing me, but I’m not sure we’ll make it far. Even if you get past the guards, there aren’t many friends to be found on this ship I don’t think.”
"Well, this changes things... he mutters to himself under his breath, as he wonders if the Company will be able to escape the ship without a fight.
Whether or not Xanrym hears Theldrin's comment, he was already thinking the same thing. Their goal was to find the Forgotten King's bones and prevent the Vanguard of Sertrous from using them for their vile purposes, but he doesn't like the idea of leaving a scholar from Greyhawk as Nithrissa's prisoner. But if they try to accomplish both tasks, it's possible that they'll succeed at neither one. Their plan was to leave the Malachite Hierarch by jumping over the side and relying on Khessa'sFeather Fall to keep them safe. They were already going to need Theldrin to Fly to get all six of them safely to the ground. But if they need to get Seraphel off the ship too....
Xanrym reminds himself, "One thing at a time." They've gotten out of tighter spots than this before. The Company is well-rested, and he's confident that they can solve this puzzle, too. And maybe Seraphel could be an immediate asset as they try to find and secure the bones of the Forgotten King.
”M…my name is Seraphel Durn. I am a scholar from the Great Library. I was kidnapped and imprisoned here by a Tiefling. Thank you for rescuing me, but I’m not sure we’ll make it far. Even if you get past the guards, there aren’t many friends to be found on this ship I don’t think.”
Xanrym spent quite a bit of time time at the Great Library in the weeks before The Company headed for the Rift that eventually led them to Pedestal. Does he recognize "Seraphel Durn", either personally or by reputation? History: 14 (in game log; he has the same bonus in Religion, Nature, and Investigation if one of those skills is more appropriate).
Xanrym moves forward to the door of the brig and starts to examine how it is locked. He shoots a request back to Theldrin at the door, "Fetch Syllen, if you please. Before we open this cage, we need to check whether this cell is protected by magic." He's also thinking that Syllen could help them figure out whether Seraphel herself is lying to them or whether she's actually a fiend or spy in disguise.
While he looks at the lock, Xanrym chats with the scholar: "If you're being taken to Iuz, Seraphel, you must know some obscure lore that the Fiend of the North needs. What is your area of study?"
If Seraphel is too slow or too general in her answer, Xanrym will nudge her toward the two most likely topics: "I'd love to discuss your studies further when we're both back in Greyhawk, but we're in some danger here. As you said, we don't have many friends aboard the ship, and we we may not have much time before the ship's guards come to check on us. Do you know anything about the legend and prophecies involving the 'bones of the Forgotten King'?" Once he gets that answer, if she hasn't mentioned Sertrous yet, he'll also ask her: "And does the name 'Sertrous' mean anything to you?"
Finally, pointing back through the door of the brig at the big box in the cargo hold, Xanrym asks, "Do you know what's in that giant crate? When the tiefling brought you down here, maybe you got a look at what was inside before they boarded it up? Or perhaps you heard the tiefling discussing it with someone?"
In case it's needed to get her to talk about these topics: Persuasion: 26 (in game log, rolled with advantage because I assumed that Seraphel is Friendly)
Xanrym moves forward to the door of the brig and starts to examine how it is locked.
(OOC: I forgot a roll for that examination in case it's not obvious how the door is locked or secured. This check could also serve as his attempt to check the lock for traps.)
"That's precisely why we'll be abandoning this ship soon" Khessa continues to smile, trying to reassure the scholar. "With you, of course, I mean".
The blonde arcane warrior, unable to find the keys, was ready to try to force the bars, but the Bard's words about possible magical protections stopped her. A possible magical explosion could injure or kill the very person she wants to free—and even a simple magical alarm could draw unwanted attention, making the rescue more difficult.
The tall adventuress, therefore, despite being a woman of action, holds back, waiting for further information to come that can help organize everyone's efforts.
The door to the brig is securely locked. Seraphel stammers again, this time from surprise at Xanrym’s words, “Th… the Forgotten King? Well yes, In fact that has been the majority of my research for the last 10 years. I don’t know much about his bones, but on the King himself, you could say I’m the world leading expert. Why do you ask?”
Xanrym glances at Khessa, excited. While they wait for Syllen to come confirm that there's no magical abjuration on the cell door, Xanrym says, "Well! Perhaps Lady Luck smiles on us for we may need your expertise, Seraphel. We know every little about the Forgotten King himself, but there is a prophecy that the Forgotten King might return from beyond death to aid the realm in its most desperate hour. Unfortunately, a Yuan-Ti cult recently found and stole the the bones of the Forgotten King. That cult apparently worships Sertrous, an evil serpentine entity from the ancient days, many millennia ago in an age before ages. We believe that the cult may be trying to pervert the prophecy and use the relics -- somehow -- to awaken Sertrous from its long slumber and unleash that elder evil back into the world."
But Xanrym needs to focus on getting Seraphel out of her cell. Once Syllen confirms that there's no magic in the brig, Xanrym suggests to the others, "Maybe one of you could tell Seraphel about our quest and see what she can tell us about the Forgotten King." While they talk, Xanrym will try to pick the lock to Seraphel's cell. Sleight of Hand: 17 (in game log),
(OOC: I rolled with advantage because Xanrym has proficiency in both the skill and with Thieves' Tools.)
Syllen will continually check-in with Nav to make sure that there are no new individuals in the area above the group. Walking over to Xanrym, Syllen will search the area for any other signs of magic.
Khessa expected Seraphel's kidnapping to be no accident, and she was ready to accept Xanrym's urging to explain the Company's mission.
"As our talkative Xanrym has already mentioned," the blonde arcane warrior addresses her captive "we received word that this Yuan-Ti cult intended to recover the bones of the Forgotten King, hoping to use them to awaken Sertrous. So we set out to prevent this. We followed the bones' trail into the Underdark—but only to arrive too late. By the time we defeated the keeper of the bones, they had already been sent to Greyhawk via a magical portal. Continuing our pursuit through said portal, we discovered that the bones had been loaded onto this ship—so we sought a pretext to embark. And now we have gained access to these premises precisely to steal the bones from the cult, thwarting their plans."
"Is there anything we should know about the Forgotten King or his bones?" The tall adventuress then asks, always smiling in a friendly and confident manner "Are there any precautions that should be taken when handling them, for example? Or some power of theirs that can help us do what we have set out to do? I imagine you're also keen to prevent an evil reptilian god from being unleashed upon the world..."
Theldrin is fascinated by the new development and excited to hear what Seraphel knows about the Forgotten King, but doesn't want to overwhelm her, so keeps quiet and lets Xanrym and Khessa handle the communications. He stands near the doorway to the room with the cell, his mind beginning to consider possible strategies if the Company will have to fight their way off the ship.
Syllen confirms no magic on the cell door, and Xanrym can pick the lock. Seraphel looks dumbfounded as Xanrym and Khessa explain your situation:
"You mean the bones of the Forgotten King are on this ship!? You're right, it has been surmised that the prophesy could be usurped by evil is falling into the wrong hands. I know little about this Sertrous, and we only know a few stories about the Forgotten King in any detail. Such as The Seven Empty Graves, the Surrender at Blackmoor, and The Last Audience. But it would take too long to tell you of all those tales. Please, let's get out of here and retrieve the Bones. I know enough about Iuz to know he cannot get his hands on them. Our individual lives mean nothing compared to the stakes of this mission." She steps out of the cell and looks at you all, waiting for your response.
Khessa, hearing the prisoner's words, is increasingly determined to take action: she pulls a crowbar from her backpack and approaches the big box to open it.
"Syllen detected magic inside, not outside - so not much we can do about that aura until we open. Anyone want to search for physical traps?" the blonde arcane warrior asks. Then, if no one can or wants to, she proceeds to open it.
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(Syllen can tell the magic is in fact inside the box. Darci is in the level above you)
There is in fact a faint magical aura coming from the Horned Society's cache, although not nearly as powerful as the magic from the box. The box itself is well made, and will likely need a tool or similar to open.
Xanrym remarks dryly, "Unless the box contains both the bones and a trap."
Xanrym can't help but laugh at that, but then he shudders and says, "Imagine a spider that big! Fharlanghn protect us!"
(OOC: IIRC, The Company hasn't faced many opponents who are larger than Large size, probably just that (Huge) undead amalgamation in the graveyard in the Necromancer's Spike and the (Gargantuan) Kraken.)
Xanrym says, "Well, I'd like to make sure that we're the only ones down here first." He points to the two doors at the stern of the cargo hold, behind the giant box.
Xanrym's intent is to listen at those doors -- first room 15 and then room 14 -- for any hint of what's beyond. Then he would check each for traps or locks, and if he doesn't detect any, open the door to check what's in those rooms. He assumes that it's just more storage, but he'd like to be sure before they start messing with the giant box and its magical contents.
Perception: 26 (in game log)
Xanrym checks the lower room, and finds the pantry, mostly filled with foodstuffs and some gear belonging to The Broken Crown. In the northern room, however, he hears the sound of someone inside. He opens the door to find the brig of the ship. Behind the bars is a woman dressed in the dirtied robes of a scholar from the Great Library of Greyhawk. She looks at you cautiously with an intense stare, clearly afraid of making any false move.
(OOC: @drumdigby - is the shaded area on the map the "big box"? How tall is it? I'm assuming that Xanrym cannot see over it to see his companions. Also, the grid-snapping makes it difficult to position his minor illusion on the map, but it would be in the corner, angled so that both he and The Company can see and read it.)
Xanrym puts his finger to his lips in a shushing gesture and glances back to the south. He taps quietly on his Rhythm-Maker's Drum, gesturing toward the southwest corner of the cargo hold (just outside room 15 where the path around the big box turns from starboard toward the bow and the rest of The Company). He casts a Minor Illusion of a large sign or placard, like you'd see advertising a theater production. But this sign has an arrow pointed toward the north with the words:
Once Xanrym creates the illusory sign to alert his companions, he enters the room (14) and asks quietly, "Who are you? How did you come to be here?" He's careful not to go too close to the woman or the bars of the brig, but he gets close enough that they can speak quietly.
Khessa would be tempted to smile at the Bard's creativity, but reading the sign that mentions a 'prisoner', she hurries, worried, to check it out.
"Don't worry, we'll save you" the Blonde Arcane warrior smiles at the other, trying to reassure her. She already imagines that the other is part of the 'gifts' intended for Iuz, including the famous bones. In fact, perhaps she was kidnapped precisely because her knowledge will allow them to put the bones to good use... It's clear that the poor woman must be freed.
The tall adventuress tries to see if she can quickly locate a key to open the bars.
Khessa's Inbestigation (I think - if another Ability is more appropriate, let's keep the roll and just consider the other bonus): 21
Theldrin notices Xanrym's sign and moves to where he can get a view of the room. Watching the bard's interaction with the prisoner, his usual frown turns into a concerned look. "Well, this changes things... he mutters to himself under his breath, as he wonders if the Company will be able to escape the ship without a fight.
The woman smiles at Khessa and answers Xanrym:
”M…my name is Seraphel Durn. I am a scholar from the Great Library. I was kidnapped and imprisoned here by a Tiefling. Thank you for rescuing me, but I’m not sure we’ll make it far. Even if you get past the guards, there aren’t many friends to be found on this ship I don’t think.”
Whether or not Xanrym hears Theldrin's comment, he was already thinking the same thing. Their goal was to find the Forgotten King's bones and prevent the Vanguard of Sertrous from using them for their vile purposes, but he doesn't like the idea of leaving a scholar from Greyhawk as Nithrissa's prisoner. But if they try to accomplish both tasks, it's possible that they'll succeed at neither one. Their plan was to leave the Malachite Hierarch by jumping over the side and relying on Khessa's Feather Fall to keep them safe. They were already going to need Theldrin to Fly to get all six of them safely to the ground. But if they need to get Seraphel off the ship too....
Xanrym reminds himself, "One thing at a time." They've gotten out of tighter spots than this before. The Company is well-rested, and he's confident that they can solve this puzzle, too. And maybe Seraphel could be an immediate asset as they try to find and secure the bones of the Forgotten King.
Xanrym spent quite a bit of time time at the Great Library in the weeks before The Company headed for the Rift that eventually led them to Pedestal. Does he recognize "Seraphel Durn", either personally or by reputation?
History: 14 (in game log; he has the same bonus in Religion, Nature, and Investigation if one of those skills is more appropriate).
Xanrym moves forward to the door of the brig and starts to examine how it is locked. He shoots a request back to Theldrin at the door, "Fetch Syllen, if you please. Before we open this cage, we need to check whether this cell is protected by magic." He's also thinking that Syllen could help them figure out whether Seraphel herself is lying to them or whether she's actually a fiend or spy in disguise.
While he looks at the lock, Xanrym chats with the scholar: "If you're being taken to Iuz, Seraphel, you must know some obscure lore that the Fiend of the North needs. What is your area of study?"
If Seraphel is too slow or too general in her answer, Xanrym will nudge her toward the two most likely topics: "I'd love to discuss your studies further when we're both back in Greyhawk, but we're in some danger here. As you said, we don't have many friends aboard the ship, and we we may not have much time before the ship's guards come to check on us. Do you know anything about the legend and prophecies involving the 'bones of the Forgotten King'?" Once he gets that answer, if she hasn't mentioned Sertrous yet, he'll also ask her: "And does the name 'Sertrous' mean anything to you?"
Finally, pointing back through the door of the brig at the big box in the cargo hold, Xanrym asks, "Do you know what's in that giant crate? When the tiefling brought you down here, maybe you got a look at what was inside before they boarded it up? Or perhaps you heard the tiefling discussing it with someone?"
In case it's needed to get her to talk about these topics:
Persuasion: 26 (in game log, rolled with advantage because I assumed that Seraphel is Friendly)
(OOC: I forgot a roll for that examination in case it's not obvious how the door is locked or secured. This check could also serve as his attempt to check the lock for traps.)
Perception / Investigation: 9
"That's precisely why we'll be abandoning this ship soon" Khessa continues to smile, trying to reassure the scholar. "With you, of course, I mean".
The blonde arcane warrior, unable to find the keys, was ready to try to force the bars, but the Bard's words about possible magical protections stopped her. A possible magical explosion could injure or kill the very person she wants to free—and even a simple magical alarm could draw unwanted attention, making the rescue more difficult.
The tall adventuress, therefore, despite being a woman of action, holds back, waiting for further information to come that can help organize everyone's efforts.
The door to the brig is securely locked. Seraphel stammers again, this time from surprise at Xanrym’s words, “Th… the Forgotten King? Well yes, In fact that has been the majority of my research for the last 10 years. I don’t know much about his bones, but on the King himself, you could say I’m the world leading expert. Why do you ask?”
Xanrym glances at Khessa, excited. While they wait for Syllen to come confirm that there's no magical abjuration on the cell door, Xanrym says, "Well! Perhaps Lady Luck smiles on us for we may need your expertise, Seraphel. We know every little about the Forgotten King himself, but there is a prophecy that the Forgotten King might return from beyond death to aid the realm in its most desperate hour. Unfortunately, a Yuan-Ti cult recently found and stole the the bones of the Forgotten King. That cult apparently worships Sertrous, an evil serpentine entity from the ancient days, many millennia ago in an age before ages. We believe that the cult may be trying to pervert the prophecy and use the relics -- somehow -- to awaken Sertrous from its long slumber and unleash that elder evil back into the world."
But Xanrym needs to focus on getting Seraphel out of her cell. Once Syllen confirms that there's no magic in the brig, Xanrym suggests to the others, "Maybe one of you could tell Seraphel about our quest and see what she can tell us about the Forgotten King." While they talk, Xanrym will try to pick the lock to Seraphel's cell.
Sleight of Hand: 17 (in game log),
(OOC: I rolled with advantage because Xanrym has proficiency in both the skill and with Thieves' Tools.)
Syllen will continually check-in with Nav to make sure that there are no new individuals in the area above the group. Walking over to Xanrym, Syllen will search the area for any other signs of magic.
Khessa expected Seraphel's kidnapping to be no accident, and she was ready to accept Xanrym's urging to explain the Company's mission.
"As our talkative Xanrym has already mentioned," the blonde arcane warrior addresses her captive "we received word that this Yuan-Ti cult intended to recover the bones of the Forgotten King, hoping to use them to awaken Sertrous. So we set out to prevent this. We followed the bones' trail into the Underdark—but only to arrive too late. By the time we defeated the keeper of the bones, they had already been sent to Greyhawk via a magical portal. Continuing our pursuit through said portal, we discovered that the bones had been loaded onto this ship—so we sought a pretext to embark. And now we have gained access to these premises precisely to steal the bones from the cult, thwarting their plans."
"Is there anything we should know about the Forgotten King or his bones?" The tall adventuress then asks, always smiling in a friendly and confident manner "Are there any precautions that should be taken when handling them, for example? Or some power of theirs that can help us do what we have set out to do? I imagine you're also keen to prevent an evil reptilian god from being unleashed upon the world..."
Theldrin is fascinated by the new development and excited to hear what Seraphel knows about the Forgotten King, but doesn't want to overwhelm her, so keeps quiet and lets Xanrym and Khessa handle the communications. He stands near the doorway to the room with the cell, his mind beginning to consider possible strategies if the Company will have to fight their way off the ship.
Coriana keeps looking at the big crate with curiosity.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Syllen confirms no magic on the cell door, and Xanrym can pick the lock. Seraphel looks dumbfounded as Xanrym and Khessa explain your situation:
"You mean the bones of the Forgotten King are on this ship!? You're right, it has been surmised that the prophesy could be usurped by evil is falling into the wrong hands. I know little about this Sertrous, and we only know a few stories about the Forgotten King in any detail. Such as The Seven Empty Graves, the Surrender at Blackmoor, and The Last Audience. But it would take too long to tell you of all those tales. Please, let's get out of here and retrieve the Bones. I know enough about Iuz to know he cannot get his hands on them. Our individual lives mean nothing compared to the stakes of this mission." She steps out of the cell and looks at you all, waiting for your response.
(OOC: @drumdigby - Is the "big box" like a shipping crate?
That is, is it basically a wooden box that's been nailed shut, or does it have an obvious door or lid, almost like a giant chest?
The map shows the box is 15-ft x 15-ft, but how tall is the big box?)
Khessa, hearing the prisoner's words, is increasingly determined to take action: she pulls a crowbar from her backpack and approaches the big box to open it.
"Syllen detected magic inside, not outside - so not much we can do about that aura until we open. Anyone want to search for physical traps?" the blonde arcane warrior asks. Then, if no one can or wants to, she proceeds to open it.