Yes, they are facing the entrance to the room you're in now - both which also looks like a child's clubhouse, full of drawings, furniture, trash, more squalid living conditions - staring at the Stone on the floor. It looks like they are regaining their senses and planning to run further into their clubhouse - leaving the Stone behind. They dare not touch it.
In Lythril's judgement, they are just street urchins that were taking advantage to gain some easy loot. She is fair certain they are only guilty of "petty theft".
She activates Divine Sense to see if there is anything interesting nearby (good, evil, celestial, fiend, undead within 60 ft).
Rollback Post to RevisionRollBack
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
Azrael, finally feeling there was no threat, atleast not immediately, but still holding his spell in case the demon or whatever had scared the kids, it also being possible that 'other presence' that pheral had sensed after the Teifling (not that he was aware of that). And he went for the stone.. the sooner it was gotten, the sooner this chase would be over.
If something evil jumped out at them it would get a crotch full of magic missles (yes he would aim for it's crotch), Regardless of which, he would attempt to stow the stone in his robes.
Regardless of what happens here, when all is said and done here in the sewers, he would approach the kids and tell them they can get two free meals a day, provided by Lif at their manor with no expectation from him. Though if they wouldn't mind keeping their eyes and ears out for news for him in return, so long as they didn't go out of their way, and get put into danger etc.
OOC: Hahahaha! Varys....I guess that makes Az a eunuch?!
Astrid hops down into the sewer (CON saving throw: 19), and immediately wrinkles her nose up at the smell. "Ewwwwwwwww, this is going to embed itself indefinitely into my cloak!"
Standing up, she peers around a full 360 degrees from where she landed. She can see perfectly in the dark, but does she hear anything? (Perception: 3 / Investigation: 9)
...all she apparently sees is the disgusting green fog of the sewer stench.
Looking back up, she whisper calls to Pherel. "Yo, Master P, you coming?"
As you emerge from the hall and take the stone a few things happen.
First, the children now see you and scream in horror at the top of their little lungs. Screaming, they run deeper into their clubhouse - experiencing two horrors a day was enough for them. There is no apparent danger in this room that you all can detect. Its just a childrens hideout in the sewers.
Second, Astrid and Pheral, the screams are so loud you know exactly where everyone now is.
Third, the minute you hold the stone in your hand, Az, something happens as you attune to it.
FC holds his hand out towards the children, in an attempt to calm them and possibly take them under his wing... but the clumsy dragonborn scared them away before he was able.
More youth on the streets. And with such incredible resiliance, living down here. Such potential, lost. He takes a mental note on this location and plans to return. He looks down the corridor after them to see if they’re well and truely gone. Perception/investigation: 10
This post has potentially manipulated dice roll results.
THE STONE OF GALORR
AZRAEL: the Stone of Galorr is a glossy, greenish-gray stone that fits in the palm of your claw. 83, 11. As you touch it, you become attuned to it. You immediately become aware of two things: you are now immune to disease, but you go completely deaf when you move 10' or further away from the stone.
You can use the Stone to cast the spell Legend Lore 3 times a day.
The moment you hold the stone, you hear a voice inside you head that could only be described as an alien intellect - domineering, and hungering for knowledge. The voice speaks to you in your mind, and you become aware of three amazing pieces of knowledge regarding the missing Dragon horde. Three keys. A vault. A gold dragon named Aurinax. You know where the vault is! It's beneath an old tower in the Sea Ward, and the three keys needed to enter it.
Wow, that's in my brain now. Ok, what were we d- Oh, the last encounter. Ok.
CHAPTER 4 SUMMERTIME ENCOUNTER 7: THE VAULT KEYS
All of you head back home and get some well rested sleep. The children in the sewers were scared shitless of you all, and did nothing but scream if you tried to approach them or talk to them. One of the children, probably the one who took the Stone, screamed "It's alive! It's alive!" as you all left. In addition to Azrael knowing exactly where the location of the vault is, the vault will require three keys to open it as mentioned above.
Here's how you're going to find them.
Every key can be found or procured in Waterdeep. Since you have no idea where the keys are (the Stone only knows where the vault is, not the keys) you will have to gather information about them. To do this, one of you must spend 1 day and 5 gp researching the location of a key. At the end of this day, that player makes a DC 15 Intelligence (Investigation) check, learning the location of the key on a success. If the check fails by 5 or more, something bad will happen.
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Are the children looking in a particular direction? Is the adjacent room empty?
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Yes, they are facing the entrance to the room you're in now - both which also looks like a child's clubhouse, full of drawings, furniture, trash, more squalid living conditions - staring at the Stone on the floor. It looks like they are regaining their senses and planning to run further into their clubhouse - leaving the Stone behind. They dare not touch it.
In Lythril's judgement, they are just street urchins that were taking advantage to gain some easy loot. She is fair certain they are only guilty of "petty theft".
She activates Divine Sense to see if there is anything interesting nearby (good, evil, celestial, fiend, undead within 60 ft).
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Your detect yields no results.
Azrael, finally feeling there was no threat, atleast not immediately, but still holding his spell in case the demon or whatever had scared the kids, it also being possible that 'other presence' that pheral had sensed after the Teifling (not that he was aware of that). And he went for the stone.. the sooner it was gotten, the sooner this chase would be over.
If something evil jumped out at them it would get a crotch full of magic missles (yes he would aim for it's crotch), Regardless of which, he would attempt to stow the stone in his robes.
Regardless of what happens here, when all is said and done here in the sewers, he would approach the kids and tell them they can get two free meals a day, provided by Lif at their manor with no expectation from him. Though if they wouldn't mind keeping their eyes and ears out for news for him in return, so long as they didn't go out of their way, and get put into danger etc.
Occassional Dungeon Master.
OOC: Hahahaha! Varys....I guess that makes Az a eunuch?!
Astrid hops down into the sewer (CON saving throw: 19), and immediately wrinkles her nose up at the smell. "Ewwwwwwwww, this is going to embed itself indefinitely into my cloak!"
Standing up, she peers around a full 360 degrees from where she landed. She can see perfectly in the dark, but does she hear anything? (Perception: 3 / Investigation: 9)
...all she apparently sees is the disgusting green fog of the sewer stench.
Looking back up, she whisper calls to Pherel. "Yo, Master P, you coming?"
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Next chance she gets, Pheral attempts to sneak 26 her way into the sewers.
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Tomoe Gozen: Human Fighter Samurai level 5 -- Cronero (Solo Campaign)
As you emerge from the hall and take the stone a few things happen.
First, the children now see you and scream in horror at the top of their little lungs. Screaming, they run deeper into their clubhouse - experiencing two horrors a day was enough for them. There is no apparent danger in this room that you all can detect. Its just a childrens hideout in the sewers.
Second, Astrid and Pheral, the screams are so loud you know exactly where everyone now is.
Third, the minute you hold the stone in your hand, Az, something happens as you attune to it.
But exactly what we shall see soon.
I think I know what happens next.
Skip to near the end.
Occassional Dungeon Master.
Hahah Hopefully not man
FC holds his hand out towards the children, in an attempt to calm them and possibly take them under his wing... but the clumsy dragonborn scared them away before he was able.
More youth on the streets. And with such incredible resiliance, living down here. Such potential, lost. He takes a mental note on this location and plans to return. He looks down the corridor after them to see if they’re well and truely gone. Perception/investigation: 10
"CoS" Rumble- Tabaxi Shadow Monk
What in the Nine Hells was that scream?! Pheral takes of in the direction of the scream
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Tomoe Gozen: Human Fighter Samurai level 5 -- Cronero (Solo Campaign)
Updating..
THE STONE OF GALORR
AZRAEL: the Stone of Galorr is a glossy, greenish-gray stone that fits in the palm of your claw. 83, 11. As you touch it, you become attuned to it. You immediately become aware of two things: you are now immune to disease, but you go completely deaf when you move 10' or further away from the stone.
You can use the Stone to cast the spell Legend Lore 3 times a day.
The moment you hold the stone, you hear a voice inside you head that could only be described as an alien intellect - domineering, and hungering for knowledge. The voice speaks to you in your mind, and you become aware of three amazing pieces of knowledge regarding the missing Dragon horde. Three keys. A vault. A gold dragon named Aurinax. You know where the vault is! It's beneath an old tower in the Sea Ward, and the three keys needed to enter it.
YOU ARE ALL NOW LEVEL 5
Time to head back up to the surface.
My claw has palms?!?!?!?!?!?!
Occassional Dungeon Master.
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Tomoe Gozen: Human Fighter Samurai level 5 -- Cronero (Solo Campaign)
Astrid hears the screaming kids as well, and takes off in that direction, following Pheral.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Oh what the **** you guys >< LOL
Ah gah blagh blagh blagh!
OMG I need mental floss!
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Wow, that's in my brain now. Ok, what were we d- Oh, the last encounter. Ok.
CHAPTER 4
SUMMERTIME
ENCOUNTER 7: THE VAULT KEYS
All of you head back home and get some well rested sleep. The children in the sewers were scared shitless of you all, and did nothing but scream if you tried to approach them or talk to them. One of the children, probably the one who took the Stone, screamed "It's alive! It's alive!" as you all left. In addition to Azrael knowing exactly where the location of the vault is, the vault will require three keys to open it as mentioned above.
Here's how you're going to find them.
Every key can be found or procured in Waterdeep. Since you have no idea where the keys are (the Stone only knows where the vault is, not the keys) you will have to gather information about them. To do this, one of you must spend 1 day and 5 gp researching the location of a key. At the end of this day, that player makes a DC 15 Intelligence (Investigation) check, learning the location of the key on a success. If the check fails by 5 or more, something bad will happen.