Richie approaches Angel, and as he raises his hands, a soft golden glow begins to emanate from his fingertips, illuminating the area with a gentle light. He then chants with conviction:
"By the light of dawn and the watchful night, I grant you clarity, to see what’s right. Withvigilant eyes and hearts so true, Awaken your senses; let courage imbue. In shadows that linger and dangers that creep, May this blessing guard you while others sleep. With every breath, may awareness grow, In this sacred moment, let wisdom flow."
As he chants, he makes a fast fury of arcane gestures, before he places his hands on her shoulders.
"There you go, Angel. That should give you a little advantage, in the upcoming encounter. A little thanks for helping us get free."
6 wobbles around picking up items and examining them, studying them, and cataloging them in their mechanical memory. Uninterested in the magical bags beyond their construction, 6 sets down a bag of holding in preference to another 50ft of rope.
[OOC: Greetings... where are we at, I have been away with work]
(OOC: Richie, as a Twilight Cleric, has used Vigilant Blessing. If you're unfamiliar with it, you can read it from the link, in the above incantation. This is also the chance for people to grab a couple magic items, as mentioned in the main OOC chat. People can also opt for a Bag of Holding, also, looking for a perception check roll, to find a hidden door, so we can escape).
This post has potentially manipulated dice roll results.
Angel watches as the team get themselves ready and reaqainted with their equipement necessary to escape from this place goes and looks for a safe way out.
After careful examination of the far right corner wall, Angel notes the slightly irregular pattern along the wall. Upon further investigation, there appears to be a mechanism to open a door or panel.
Hearing footsteps, Richie pushes on the mechanism, and urges the party through a panel that silently opens, and then shuts, behind them. The party can vaguely hear so arguing, but any of the guards do not see anything amiss, and being low ranked, have no knowledge of the hidden passage.
An eerie glow gets the party's notice on the other side of this new room. The source of the light comes from a large circular stone disk embedded in the wall. The disk is divided into four quadrants, each representing an element: Fire, Water, Earth, and Air. In the center of the disk is a small, empty depression.
Around the room are four pedestals, each holding a differently colored crystal:
Red (Fire)
Blue (Water)
Green (Earth)
White (Air)
On the floor, barely visible, is an inscription: "As nature's cycle turns, so must the elements align. Begin where life springs forth, and follow the path of growth and decay."
(OOC: Place the colored crystals in order. Failure will result in the crystals shattering, with a flash, and summoning 4 Mephits).
As Angel places the blue one in, the light shimmers, and pulses. Nearby, there is the sound like that of boiling kettle.
"Is that...a Steam Mephit?" Richie asks.
With the green one being placed into the corresponding slot, the lights of both the crystals double. From the far side, parallel to the door, they hear a sneeze.
"What sort of creature...perhaps a Dust Mephit..." uncertainty in his voice.
Next, the red crystal is inserted, and the brightness of the crystals doubles once again. A fire starts to crackle in the vicinity of where the sneeze came from.
"A Fire Mephit? Ah. I get it! That means the last crystal and Mephit are..."
Angel inserts the final crystal, the white one of air. There's the sound of chimes rattling in the air. A bright light fills the room. When it fades to a normal tone, the sounds that the Mephits were making has stopped. The wall slides down, and as it does, each crystal slides out, down to the floor.
Cautiously, Richie approaches the crystals, and when he taps one, nothing happens, other than from the point of contact, a light focuses there, before slowly moving to the other side of the crystal, before dissipating.
"These crystals seem somewhat familiar. I think we should take them along with us. Anyone have a favorite color?"
Angel with Richie look at each other the feeling of tension now falling away! "I like green she says" with a sneaky smile on her face. But her greatest smile is directed at 6, "Thank you 6".
"That's fine. You can keep the fire crystal. Well, I've always been something of an 'airhead,' at times, so I'll take the White, Air crystal. And may our bard make a splash with the blue crystal of water!"
Without any further incident, they pass through the secret passage, into the next room.
Before them is a large room, with several tiles (each tile is about 5 ft.), each with a letter from the common alphabet.
On either side, about midway, are large signs: ALWAYS REMEMBER OUR LORDS.
"Well, ain't that just nice? We need to figure out which name, or names, of the tiles to transverse upon, to get across, without triggering traps, or falling through them. Question is, would this lord put himself as the solution, or some other fiend? Both perhaps? And if so, which fiend would he serve?"
(OOC: the correct sequence of tiles will spell the lord(s) name(s). starting with the last letter(s) of the name(s) being closest to PCs. There may be random, false tiles between the correct titles, but no more than one. Some letters may be going to the sides, or at angles, going towards the exit, away from the PCs.)
Players roll a Religion check for the fiends he worships; a History check for information on the Earl (a high enough roll will provide another hint); an athletics/acrobatic check, to make sure that if you jump over a square, you won't fall...this will will apply to all jump options.
(OOC: As a Cleric, Richie has the cantrip, Guidance, which can add 1d4 to a skill check. To expedite this, we'll say a round passes, so that each PC can have it, if anyone wants to opt for it. Pick any one check you may want this to apply to).
Angel, "hmmmmmm always remember your our lords?" as she looks around at the rest of the eseembled group.
Angel moves to a quiet place to think and roles her checks:
Religion check | 4 | 3 | reference the Earl
History check | 20 | 2 | reference who worships what
(OCC: Were you wanting Guidance to be added to your rolls? If so, Guidance only applies to one ability check per turn. Also, the Cleric can only cast the spell, on one of their turns. What I was proposing was that instead of Richie casting Guidance on himself, wait a round, cast it on 6, wait a round...was to have it cast once on each character, for only one ability check, to make things go faster...however, we could do this for all ability checks at a give time, to help keep things flowing if the other players think this would be ok, and not create any issues. Everyone else, please let me know your thoughts on this.)
Klaes takes the blue crystal with a tip of his top hat. "I will see what I can do with it later."
The bards looks suspiciously at the floor puzzle. "Oh boy, I have a bad feeling about this my friends." He scratches his bald head under the top hat. "Sorry folks, I am not from around here, but I will see what I come up to help at any rate."
Religion/History: 19
(On the subject of the magic items, can you clarify a little more?)
Rollback Post to RevisionRollBack
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
Klaes takes a step back. "Don't worry my friends, I will watch our backs!! Good luck!!"
Rollback Post to RevisionRollBack
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
Angel, "hmmmmmm always remember your our lords?" as she looks around at the rest of the eseembled group.
Angel moves to a quiet place to think and roles her checks:
Religion check | 4 | 3 | reference the Earl
History check | 20 | 2 | reference who worships what
(OCC: Were you wanting Guidance to be added to your rolls? If so, Guidance only applies to one ability check per turn. Also, the Cleric can only cast the spell, on one of their turns. What I was proposing was that instead of Richie casting Guidance on himself, wait a round, cast it on 6, wait a round...was to have it cast once on each character, for only one ability check, to make things go faster...however, we could do this for all ability checks at a give time, to help keep things flowing if the other players think this would be ok, and not create any issues. Everyone else, please let me know your thoughts on this.)
[OOC: OK, thanks for letting me know your expectation here regarding guidance - its not consistant across the PbP spectrum. Ive obviously failed Reglion check whereas History was a clear pass without it]
Klaes takes the blue crystal with a tip of his top hat. "I will see what I can do with it later."
The bards looks suspiciously at the floor puzzle. "Oh boy, I have a bad feeling about this my friends." He scratches his bald head under the top hat. "Sorry folks, I am not from around here, but I will see what I come up to help at any rate."
Religion/History: 12
(On the subject of the magic items, can you clarify a little more?)
(OOC: Tentatively, I was thinking a bag of holding, for carrying our stuff. I believe I said up to 2 items, using this as a suggested guidance from this site. As per the main OOC, #136: Nothing above "Uncommon Magic items." If you're not wanting the bag of holding, then instead of 2, you can opt for 3. Also, note that if the item refills a spell slot, as we're trying the Spell Point Variant, said item will max you to 5sp (once per day).
Angel, for history, recalls that some guards were discussing the floor tile room:
G1: So, when heading to the prison area, we hop the first row. On the way back, we don't skip that row?
G2: No, you got it reversed! When going from the prison, you hop the first row coming from the prison, but don't hop a row when going to the prison.
(OOC: Using the linked file, when picking tiles, starting from row 9, where the PCS are, they would hop over that row, to get to the first letter. If they were coming from the top, they would not hop over row 1).
She also recalls an argument about whether the Earl would include the name(s) of the fiend(s) he worships as a password, thinking he may feel secure in his own stronghold, so leaving out a tribute to them as a lord in a trap would be beneath their notice.
Klaes isn't 100% sure, but thinks he recalls hearing that, due to half Tiefling daughters, he may have ties to Baphomet or Zariel...possibly Demogorgon or Orcus.
Jason: I recall Baphomet...just so many fiends, devils, demons...is it related to our "host," or not? I see that name, 6th from our right. But is it obvious, and we can ignore it? Or is it intentionally obvious, so that we ignore the safe path?"
Richie approaches Angel, and as he raises his hands, a soft golden glow begins to emanate from his fingertips, illuminating the area with a gentle light. He then chants with conviction:
"By the light of dawn and the watchful night, I grant you clarity, to see what’s right. With vigilant eyes and hearts so true, Awaken your senses; let courage imbue. In shadows that linger and dangers that creep, May this blessing guard you while others sleep. With every breath, may awareness grow, In this sacred moment, let wisdom flow."
As he chants, he makes a fast fury of arcane gestures, before he places his hands on her shoulders.
"There you go, Angel. That should give you a little advantage, in the upcoming encounter. A little thanks for helping us get free."
6 wobbles around picking up items and examining them, studying them, and cataloging them in their mechanical memory. Uninterested in the magical bags beyond their construction, 6 sets down a bag of holding in preference to another 50ft of rope.
**This Space for Rent**
[OOC: Greetings... where are we at, I have been away with work]
(OOC: Richie, as a Twilight Cleric, has used Vigilant Blessing. If you're unfamiliar with it, you can read it from the link, in the above incantation. This is also the chance for people to grab a couple magic items, as mentioned in the main OOC chat. People can also opt for a Bag of Holding, also, looking for a perception check roll, to find a hidden door, so we can escape).
Angel watches as the team get themselves ready and reaqainted with their equipement necessary to escape from this place goes and looks for a safe way out.
Perception check | 7 |
After careful examination of the far right corner wall, Angel notes the slightly irregular pattern along the wall. Upon further investigation, there appears to be a mechanism to open a door or panel.
Hearing footsteps, Richie pushes on the mechanism, and urges the party through a panel that silently opens, and then shuts, behind them. The party can vaguely hear so arguing, but any of the guards do not see anything amiss, and being low ranked, have no knowledge of the hidden passage.
An eerie glow gets the party's notice on the other side of this new room. The source of the light comes from a large circular stone disk embedded in the wall. The disk is divided into four quadrants, each representing an element: Fire, Water, Earth, and Air. In the center of the disk is a small, empty depression.
Around the room are four pedestals, each holding a differently colored crystal:
On the floor, barely visible, is an inscription:
"As nature's cycle turns, so must the elements align. Begin where life springs forth, and follow the path of growth and decay."
(OOC: Place the colored crystals in order. Failure will result in the crystals shattering, with a flash, and summoning 4 Mephits).
The tiles on 6's chest click.
*click*click
I would suggest Blue, Green, Red, White.
**This Space for Rent**
Angel looking at 6 listens to his advice and nods.
"OK 6, Im going to do as you say!"
She places as 6 suggests "Blue, Green, Red and White" in their corresponding padestals .... and waits!
As Angel places the blue one in, the light shimmers, and pulses. Nearby, there is the sound like that of boiling kettle.
"Is that...a Steam Mephit?" Richie asks.
With the green one being placed into the corresponding slot, the lights of both the crystals double. From the far side, parallel to the door, they hear a sneeze.
"What sort of creature...perhaps a Dust Mephit..." uncertainty in his voice.
Next, the red crystal is inserted, and the brightness of the crystals doubles once again. A fire starts to crackle in the vicinity of where the sneeze came from.
"A Fire Mephit? Ah. I get it! That means the last crystal and Mephit are..."
Angel inserts the final crystal, the white one of air. There's the sound of chimes rattling in the air. A bright light fills the room. When it fades to a normal tone, the sounds that the Mephits were making has stopped. The wall slides down, and as it does, each crystal slides out, down to the floor.
Cautiously, Richie approaches the crystals, and when he taps one, nothing happens, other than from the point of contact, a light focuses there, before slowly moving to the other side of the crystal, before dissipating.
"These crystals seem somewhat familiar. I think we should take them along with us. Anyone have a favorite color?"
Angel with Richie look at each other the feeling of tension now falling away! "I like green she says" with a sneaky smile on her face. But her greatest smile is directed at 6, "Thank you 6".
*click* click
Always happy to be of service "
**This Space for Rent**
6 extends a mechanical arm and retrieves the red stone. Yhey offer it to the rest and if no one accepts it they will stow it away.
**This Space for Rent**
"That's fine. You can keep the fire crystal. Well, I've always been something of an 'airhead,' at times, so I'll take the White, Air crystal. And may our bard make a splash with the blue crystal of water!"
Without any further incident, they pass through the secret passage, into the next room.
Before them is a large room, with several tiles (each tile is about 5 ft.), each with a letter from the common alphabet.
On either side, about midway, are large signs: ALWAYS REMEMBER OUR LORDS.
"Well, ain't that just nice? We need to figure out which name, or names, of the tiles to transverse upon, to get across, without triggering traps, or falling through them. Question is, would this lord put himself as the solution, or some other fiend? Both perhaps? And if so, which fiend would he serve?"
(OOC: the correct sequence of tiles will spell the lord(s) name(s). starting with the last letter(s) of the name(s) being closest to PCs. There may be random, false tiles between the correct titles, but no more than one. Some letters may be going to the sides, or at angles, going towards the exit, away from the PCs.)
Players roll a Religion check for the fiends he worships; a History check for information on the Earl (a high enough roll will provide another hint); an athletics/acrobatic check, to make sure that if you jump over a square, you won't fall...this will will apply to all jump options.
(OOC: As a Cleric, Richie has the cantrip, Guidance, which can add 1d4 to a skill check. To expedite this, we'll say a round passes, so that each PC can have it, if anyone wants to opt for it. Pick any one check you may want this to apply to).
Angel, "hmmmmmm always remember your our lords?" as she looks around at the rest of the eseembled group.
Angel moves to a quiet place to think and roles her checks:
(OCC: Were you wanting Guidance to be added to your rolls? If so, Guidance only applies to one ability check per turn. Also, the Cleric can only cast the spell, on one of their turns. What I was proposing was that instead of Richie casting Guidance on himself, wait a round, cast it on 6, wait a round...was to have it cast once on each character, for only one ability check, to make things go faster...however, we could do this for all ability checks at a give time, to help keep things flowing if the other players think this would be ok, and not create any issues. Everyone else, please let me know your thoughts on this.)
"That's going to take some time to think on...In shadows deep, my path I seek, With wisdom's light, my heart will speak. By divine grace, I find my way, Bless this moment, come what may."
Acrobatics 16 + 4
Religion 8 + 2
History 7 + 2
Klaes takes the blue crystal with a tip of his top hat. "I will see what I can do with it later."
The bards looks suspiciously at the floor puzzle. "Oh boy, I have a bad feeling about this my friends." He scratches his bald head under the top hat. "Sorry folks, I am not from around here, but I will see what I come up to help at any rate."
Religion/History: 19
(On the subject of the magic items, can you clarify a little more?)
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks
Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story
Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
Klaes takes a step back. "Don't worry my friends, I will watch our backs!! Good luck!!"
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks
Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story
Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
[OOC: OK, thanks for letting me know your expectation here regarding guidance - its not consistant across the PbP spectrum. Ive obviously failed Reglion check whereas History was a clear pass without it]
(OOC: Tentatively, I was thinking a bag of holding, for carrying our stuff. I believe I said up to 2 items, using this as a suggested guidance from this site. As per the main OOC, #136: Nothing above "Uncommon Magic items." If you're not wanting the bag of holding, then instead of 2, you can opt for 3. Also, note that if the item refills a spell slot, as we're trying the Spell Point Variant, said item will max you to 5sp (once per day).
Angel, for history, recalls that some guards were discussing the floor tile room:
G1: So, when heading to the prison area, we hop the first row. On the way back, we don't skip that row?
G2: No, you got it reversed! When going from the prison, you hop the first row coming from the prison, but don't hop a row when going to the prison.
(OOC: Using the linked file, when picking tiles, starting from row 9, where the PCS are, they would hop over that row, to get to the first letter. If they were coming from the top, they would not hop over row 1).
She also recalls an argument about whether the Earl would include the name(s) of the fiend(s) he worships as a password, thinking he may feel secure in his own stronghold, so leaving out a tribute to them as a lord in a trap would be beneath their notice.
Klaes isn't 100% sure, but thinks he recalls hearing that, due to half Tiefling daughters, he may have ties to Baphomet or Zariel...possibly Demogorgon or Orcus.
Jason: I recall Baphomet...just so many fiends, devils, demons...is it related to our "host," or not? I see that name, 6th from our right. But is it obvious, and we can ignore it? Or is it intentionally obvious, so that we ignore the safe path?"
*click *click
We should take the path. Angels information corroborate this.
*click *click
We jump the first row since we are on the prison side.
**This Space for Rent**