"As you know, I was summoned and bound here for one task, so I cannot do anything outside of this room. However, since you have just released me from my obligations, you may summon me again to assist you in the future." With that, he instantly vanishes with an unceremonious *POP*.
Rollback Post to RevisionRollBack
-We are all just one failed saving throw away from someone else's fantasy...
.... Uh what!? That's amazing! You can call upon him again Hymir!? Sweeeet..... as I peruse the room's treasures 4 perception and collect into party loot (unless one strikes me as particularly charming).
(You don't necessarily need perception to see what's in here)
This large workshop was badly damaged by the ancient spell battle that laid waste to the mine. Worktables taking up two corners of the room are scorched, and the plaster has been burned off the masonry walls. In the middle of the room, a stone pedestal holds a small brazier in which an eerie green flame dances and crackles. The brazier and its pedestal appear to have been untouched by the forces that destroyed this area.
On the worktable in the southeast corner of the room are two items of interest: A mace and a breastplate. The head of the mace is shaped like a sunburst and made of solid brass. The breastplate has a gold dragon motif worked into its design.
Anyone can make a History check DC 20. (Separate check for each item, please) Or an Arcana check to investigate the flame DC 15.
This post has potentially manipulated dice roll results.
Az Emberi inspects the flame. The pedestal with flame is the source of the magic that suffuses the surrounding caverns. This magic has waned over the years, to the extent that it can no longer be harnessed to permanently enchant magic items. However, any nonmagical weapon or armor bathed in the green flame for at least 1 minute becomes a +1 weapon or +1 armor, respectively, for 1d12 hours. The brazier cannot be removed from the Forge of Spells.
Dirk takes note of the breastplate. Through stories told from ages past, he remembers a similar tale about armor like this. It is called Dragonguard. This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants a buff against breath weapons. (its wearer gains advantage on saving throws against the breath weapons of creatures that have the dragon type.)
Hymir looks at the mace. 11 but doesn't remember reading about a mace like that. It's definitely magical though.
6 history check on clups and bteastplates.... oh... 10 Yea uh sure. um, crossbow 11, shortsword 12, dagger 9, rapier 9, studded leather armor 8 and my schlong 8 Need that plus one to get into your respective mothers.
(Absinthe's History is -1, so he literally has no chance of discovering facts about the mace. It will have to be identified.)
We'll assume everyone takes a couple minutes to place their armor and a weapon in the flames, but you're in charge of keeping track of your own hours! Absinthe, Dirk, Dustfinger and Hymir can all roll d12s for how many hours their equipment gains the +1 magical feature.
Are you taking time to identify the mace, wand, and/or potion? Or are you continuing to the Southern building in this chamber? Or something else?
Rollback Post to RevisionRollBack
-We are all just one failed saving throw away from someone else's fantasy...
The Southern building, much like the Northern one, needs to be broken into, as the doors are cracked and the hinges partially melted. An athletics check DC 15 should do the trick.
Rollback Post to RevisionRollBack
-We are all just one failed saving throw away from someone else's fantasy...
The hinges loosen enough to wrench the door open without much more difficulty. Dust, ash, walls blackened by fire, and heaps of debris beneath the sagging ceiling show that this room was damaged by a destructive blast. The furnishings — tables, chairs, bookshelves, beds — are charred or splintered, but otherwise well preserved. A scorched iron chest stands near the foot of one of the beds.
Rollback Post to RevisionRollBack
-We are all just one failed saving throw away from someone else's fantasy...
This doesn't feel like a trap or anything. I look around for anything I might notice as suspicious, focusing on the path to the chest.... And the chest.
"As you know, I was summoned and bound here for one task, so I cannot do anything outside of this room. However, since you have just released me from my obligations, you may summon me again to assist you in the future." With that, he instantly vanishes with an unceremonious *POP*.
-We are all just one failed saving throw away from someone else's fantasy...
.... Uh what!? That's amazing! You can call upon him again Hymir!? Sweeeet..... as I peruse the room's treasures 4 perception and collect into party loot (unless one strikes me as particularly charming).
Rainbow....... Mooo....
(You don't necessarily need perception to see what's in here)
This large workshop was badly damaged by the ancient spell battle that laid waste to the mine. Worktables taking up two corners of the room are scorched, and the plaster has been burned off the masonry walls. In the middle of the room, a stone pedestal holds a small brazier in which an eerie green flame dances and crackles. The brazier and its pedestal appear to have been untouched by the forces that destroyed this area.
On the worktable in the southeast corner of the room are two items of interest: A mace and a breastplate. The head of the mace is shaped like a sunburst and made of solid brass. The breastplate has a gold dragon motif worked into its design.
Anyone can make a History check DC 20. (Separate check for each item, please) Or an Arcana check to investigate the flame DC 15.
-We are all just one failed saving throw away from someone else's fantasy...
Montage of Dustfinger looking and pointing at things with his council.
Green flame 16
Mace 13
Breastplate 6
Flame. 19
Mace. 2
Bteastplate. 6
Mace 11
Breastplate 11
Mexico 6
Rainbow....... Mooo....
Az Emberi inspects the flame. The pedestal with flame is the source of the magic that suffuses the surrounding caverns. This magic has waned over the years, to the extent that it can no longer be harnessed to permanently enchant magic items. However, any nonmagical weapon or armor bathed in the green flame for at least 1 minute becomes a +1 weapon or +1 armor, respectively, for 1d12 hours. The brazier cannot be removed from the Forge of Spells.
Dirk takes note of the breastplate. Through stories told from ages past, he remembers a similar tale about armor like this. It is called Dragonguard. This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants a buff against breath weapons. (its wearer gains advantage on saving throws against the breath weapons of creatures that have the dragon type.)
Hymir looks at the mace. 11 but doesn't remember reading about a mace like that. It's definitely magical though.
-We are all just one failed saving throw away from someone else's fantasy...
Az throws his armor and clup in the fire
Armor +1 for. 5 hours
Club +1 for. 6 hours
6 history check on clups and bteastplates.... oh... 10
Yea uh sure. um, crossbow 11, shortsword 12, dagger 9, rapier 9, studded leather armor 8 and my schlong 8 Need that plus one to get into your respective mothers.
Rainbow....... Mooo....
Fjolnir eyeballs the Mace while he unlashes his Breastplate to drop it and his Longbow in the brazier for a minute.
History 10 Breastplate +1 6Hrs Longbow +1 4Hrs
(Absinthe's History is -1, so he literally has no chance of discovering facts about the mace. It will have to be identified.)
We'll assume everyone takes a couple minutes to place their armor and a weapon in the flames, but you're in charge of keeping track of your own hours! Absinthe, Dirk, Dustfinger and Hymir can all roll d12s for how many hours their equipment gains the +1 magical feature.
Are you taking time to identify the mace, wand, and/or potion? Or are you continuing to the Southern building in this chamber? Or something else?
-We are all just one failed saving throw away from someone else's fantasy...
Dusty shimmies into the dragonguard. "Sexy. So, guys, I think we should investigate the place next door and then take a break."
Fjolnir hikes his gear back up on his shoulder, "Eyyup..." he cinches the breastplate ties. "Sounds good to me."
The Southern building, much like the Northern one, needs to be broken into, as the doors are cracked and the hinges partially melted. An athletics check DC 15 should do the trick.
-We are all just one failed saving throw away from someone else's fantasy...
Welp, as the least qualified person.... Lemme give it a shot. 7 hrg....... HHRRRRGGGHHH!!
Rainbow....... Mooo....
"Maybe we can use my portable ram?"
Absinthe holds out his portable ram, "Anyone?... OK I guess I can try."
Acrobatics: 20
The hinges loosen enough to wrench the door open without much more difficulty. Dust, ash, walls blackened by fire, and heaps of debris beneath the sagging ceiling show that this room was damaged by a destructive blast. The furnishings — tables, chairs, bookshelves, beds — are charred or splintered, but otherwise well preserved. A scorched iron chest stands near the foot of one of the beds.
-We are all just one failed saving throw away from someone else's fantasy...
This doesn't feel like a trap or anything. I look around for anything I might notice as suspicious, focusing on the path to the chest.... And the chest.
Rainbow....... Mooo....
Roll investigation.
-We are all just one failed saving throw away from someone else's fantasy...