Cool, would that also apply to defensive athletics checks? Like if I hexed an enemy's strength, would they get disadvantage if an ally tried to grapple them & they chose strength?
"I did, it would seem not only did we not misdirect all of the redbrands out, but our presence might not be undetected." He searches the sarcophogi.
Investigation: 15 ((didn't see this was irrelevant))
"What should we do? Are you good with locks?" Incantis winces in pain. "I'd also not say no to a brief rest while we wait for the others, but now might not be the safest time." He also listens closely, trying to hear any details from behind the door. "If need be," he continues in a whisper, "I can make use of my illusory magick, whoever's behind that door might emerge if they think us vanquished." He conjures up the sound of shambling skeletons with minor illusion, mostly at this point to mask the sound of their searching.
This post has potentially manipulated dice roll results.
Incantis screams in pain and drops his dagger to the ground with a wink to Dario, drawing his second out of his cloak. "No...no...please no mor--AUGH!!" With minor illusion, Incantis creates the sound of shambling bone, rent flesh, and visceral damage, rising in a horrible crescendo before fading.
Deception: 11
Rollback Post to RevisionRollBack
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Dariowalks over to the door on the north east and examines it. "Well, what is behind the door doesn't want us to enter. Should we take the door to the north or this here to the north east."
Incantis, you search the sarcophagi but don't find anything that Dario missed. You hear no further sounds through the door.
Yes, a contested check, such as grapple, or a deception vs. insight check, would be affected by Hex.
You could take a short rest here, watching the door. It would allow the rest of the party to catch up, and you could heal up a little. Alternatively, you could investigate the door in the north-west of the room, or try to get through the door in the north-east.
This post has potentially manipulated dice roll results.
9
You hold for a while, allowing the minor illusion to play out, and then waiting in silence. Nothing appears to happen immediately, but you can wait longer, if you wish.
Shall we press on? I don’t have the utmost faith in Hester’s judgement. And I’d like to catch up with our elven friends. Is it safe to assume that they passed this way? In the future we should have a signal system in place.
This post has potentially manipulated dice roll results.
Aye. Would have been a good call but ye can't unscuttle a boat. We should press on. This last door be the only what doesn't lead to an empty room. I don't see nothin that would amount to a secret door...though to be honest i haven't looked too hard.
Scupper, you spend some time searching the walls of the room with the pool. The stone walls seem strong and well built, and your search turns up nothing. Having wasted your time, you turn back to face the door heading north, and as you turn, out of the corner of your eye, it does look as though there is a faint outline on the wall in the south-west corner of the room which might be a door or other hidden opening.
Scupper, you walk over to the corner of the room to investigate. Blowing away dust doesn't make much difference, but now that you have noticed it and pointed it out, the outline of a door is very clear to you and to everyone else in the party who comes close.
Varinth, you give a formal, graceful and somewhat elaborate bow to the secret door, at the same time as Dekhan pushes it gently, and it swings open with barely a sound. You are absolutely certain that it was your bow that opened it.
Through the secret door, you all see a well-lit passageway leading west which seems to open into a somewhat larger and darker area not too far from you.
Scupper will first check for traps at the secret door before seeing if the right kind of pressure on the wall itself might yield more insight or movement. If that fails...
Everyone notice all these lamps? Sure and take a look at each o' the oil lamps in these nooks and crannies and see if they...or anyting elsei...is attached, or can twist or turn as lever or mechanism.
Cool, would that also apply to defensive athletics checks? Like if I hexed an enemy's strength, would they get disadvantage if an ally tried to grapple them & they chose strength?
"I did, it would seem not only did we not misdirect all of the redbrands out, but our presence might not be undetected." He searches the sarcophogi.
Investigation: 15 ((didn't see this was irrelevant))
"What should we do? Are you good with locks?" Incantis winces in pain. "I'd also not say no to a brief rest while we wait for the others, but now might not be the safest time." He also listens closely, trying to hear any details from behind the door. "If need be," he continues in a whisper, "I can make use of my illusory magick, whoever's behind that door might emerge if they think us vanquished." He conjures up the sound of shambling skeletons with minor illusion, mostly at this point to mask the sound of their searching.
Perception: 11
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Incantis screams in pain and drops his dagger to the ground with a wink to Dario, drawing his second out of his cloak. "No...no...please no mor--AUGH!!" With minor illusion, Incantis creates the sound of shambling bone, rent flesh, and visceral damage, rising in a horrible crescendo before fading.
Deception: 11
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Dario walks over to the door on the north east and examines it. "Well, what is behind the door doesn't want us to enter. Should we take the door to the north or this here to the north east."
Incantis, you search the sarcophagi but don't find anything that Dario missed. You hear no further sounds through the door.
Yes, a contested check, such as grapple, or a deception vs. insight check, would be affected by Hex.
You could take a short rest here, watching the door. It would allow the rest of the party to catch up, and you could heal up a little. Alternatively, you could investigate the door in the north-west of the room, or try to get through the door in the north-east.
9
You hold for a while, allowing the minor illusion to play out, and then waiting in silence. Nothing appears to happen immediately, but you can wait longer, if you wish.
Incantis nods to the door, speaking silently. "Check out the door and see where it ends, or rest recuperate and wait for our friends?"
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
For now, Incantis waits, and listens.
Perception: Passive 13, Take 20 [23] if Dario decides to wait
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Shall we press on? I don’t have the utmost faith in Hester’s judgement. And I’d like to catch up with our elven friends. Is it safe to assume that they passed this way? In the future we should have a signal system in place.
Aye. Would have been a good call but ye can't unscuttle a boat. We should press on. This last door be the only what doesn't lead to an empty room. I don't see nothin that would amount to a secret door...though to be honest i haven't looked too hard.
Scupper takes a closer scan of the room their in.
Perception (?) 17
Scupper, you spend some time searching the walls of the room with the pool. The stone walls seem strong and well built, and your search turns up nothing. Having wasted your time, you turn back to face the door heading north, and as you turn, out of the corner of your eye, it does look as though there is a faint outline on the wall in the south-west corner of the room which might be a door or other hidden opening.
Oi, lads! You see that bit o' outline in the wall there or am I still deep in me cups?
Scupper goes to give it a hard look and blow out any dust or dirt.
Scupper, you walk over to the corner of the room to investigate. Blowing away dust doesn't make much difference, but now that you have noticed it and pointed it out, the outline of a door is very clear to you and to everyone else in the party who comes close.
OOooeerr! Secret doors. How very *belch* fancy! says Varinth
Alright how do we open this thing? Investigation 13
Waitwait! I saw thish in a play once. Vaz bows to the secret door.
Varinth, you give a formal, graceful and somewhat elaborate bow to the secret door, at the same time as Dekhan pushes it gently, and it swings open with barely a sound. You are absolutely certain that it was your bow that opened it.
Through the secret door, you all see a well-lit passageway leading west which seems to open into a somewhat larger and darker area not too far from you.
Scupper will first check for traps at the secret door before seeing if the right kind of pressure on the wall itself might yield more insight or movement. If that fails...
Everyone notice all these lamps? Sure and take a look at each o' the oil lamps in these nooks and crannies and see if they...or anyting elsei...is attached, or can twist or turn as lever or mechanism.
Scupper, you go to push the door, but Dekhan gets there just before you, and the door seems to open easily.
TA-DAH!! Varinth giggles.
Hold on, jusht a thought, do we think the lads went thish way?
Varinth, if you wish to check for tracks, make a Survival check.