"Nice job so far, A'ro, Dekket! It was pretty quiet outside, and the Warden there said that the rest of the Wardens were almost here. So we came down to see if you needed help. Looks like we'll follow you."
As A'ro reaches out to turn the door handle, the genasi sorcerer recieves a sharp prick of pain to his palm. Looking down, he now notices a thin trickle of blood flowing from the inside of his hand and the glint of a needle tip protruding from the door handle.
[OOC] Hambergler - A'ro must succeed on a DC 11 Constitution saving throw, taking 13 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Rollback Post to RevisionRollBack
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
Seeing A'ro wince when he grabs the handle, Kestrell tries to inspire him, but realizes he doesn't feel very inspirational, so offers a few words of encouragement: "Watch out for tra...oh. Nevermind."
“Ouch. Be careful, sailor.” Virt says, as he readies himself for some action.
Rollback Post to RevisionRollBack
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
A'ro just curses under his breath as moves back a little "I'm assuming that means this is they right door...can anyone look at it fully before we just open it. Be careful for this thing."
The wardens make way for Kestrell, who on his way past hears the Sergeant mutter something about "... just kicking the damned thing down..."
Examining the handle and the rest of the door carefully, the navigator is fairly certain the the crude needle trap (it looks like the needle was attached to the handle using some sort of 'gum' substance) was the only trap here. The stout wooden door does appear locked however.
Rollback Post to RevisionRollBack
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
Favouring Kestrell with a wickedly pleased grin, sergeant Sharn steps foward and with a single mighty boot splinters the lock (and some of the frame), as the remnants of the door swings inwards. Striding forward into the room beyond with her shield raised high, the half-orc warden calls out in a commanding tone, "Anyone in here should get down on their knees, with their hands empty and held up high. You get one warning... and one warning only!"
Silence greets the sergeant's demands. The buzz of flies and a foul stench emnates from the room as the other wardens swifly follow their superior into the room with crossbows raised.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
Vaken Cat goes toward the room but the smell was just too much so he turns and heads to the other door and scratches at it hoping someone will open it.
Kestrell draws his silvered rapier and follows Sharn into the room. "Ah! What is that smell?"
If they aren't attacked, he will look around the room: Perception: 2
Entering the room behind the sergeant and the other wardens, Kestrell finds it hard to get a good look with so many others crammed in, but notices that it's a rectangular room containing a number of strung up hammocks and a small table with chairs. Discarded rubbish and other waste litters the floor. The stench permeates the room and sergeant Sharn appears to be leaning over something in the far corner.
Rollback Post to RevisionRollBack
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
Vaken Cat goes toward the room but the smell was just too much so he turns and heads to the other door and scratches at it hoping someone will open it.
The scent of something spicy but unfamiliar hits Cat Vaken's nose as he approaches the other door. The scratching fails to elicit any response.
Rollback Post to RevisionRollBack
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
"Perhaps you should be wary of more traps in there..." he suggests to the other members of the crew and the sergeant. He reamains at the doorway, just in case someone from above have the funny idea of locking them downthere.
A'ro follows behind just gripping his staff "I'm fine, just shouldn't be to eager to get this over with."
He follows Sharn looking around for clues that may help them "Pretty obvious they were camping out in here. If we can't find anything maybe the owner will tell us something from questioning with all this evidence stacked up against him."
Virt tinkers quickly and imbues an object with the scent of daffodils in the fields of his youth. He wraps it around his face and breaths in heavy. Whatever that smell is, it will not affect Virt. ((OOG It's just a bandana. 2/3 magical tinkering uses left.))
Rollback Post to RevisionRollBack
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
Stepping back from the corner, you see that the sergeant was leaning over a low-strung hammock, one that seems to contain the source of the foul stench. Lying completely still in the mesh is a human body dressed in dirty, bloodstained dockside garb. The lean figure's head lolls to one side, his greasy, long black hair falling over the man's face, while flies crawl over and buzz around the still form. A dagger hilt protrudes from the man's right side and the end of the right arm that hangs onto the floor is covered in bloody bandages.
Sergeant Sharn replies in a disgusted tone, "Looks like these Luskan low-lifes left one of their own behind, though this one doesn't look to be fit for questioning... or much else besides burying."
"Perhaps you should be wary of more traps in there..." he suggests to the other members of the crew and the sergeant. He reamains at the doorway, just in case someone from above have the funny idea of locking them downthere.
A couple of the wardens look concerned and shuffle their fee nervously at Dekket's mention of traps, but their sergeant quells their fidgeting with a harsh call as she glances around the filth strewn den, "Bah! If'n there were more traps here, I'm guessing we'd know by now. That being said... don't touch nothing in here, lads. We'll check the other room first before reporting to the Cove Warden, but me gut tells me that these rats have fled."
A'ro follows behind just gripping his staff "I'm fine, just shouldn't be to eager to get this over with."
He follows Sharn looking around for clues that may help them "Pretty obvious they were camping out in here. If we can't find anything maybe the owner will tell us something from questioning with all this evidence stacked up against him."
"Aye, and just as obvious they ain't here now. We'll check the other door to be sure, but I reckon you lot must have spooked them.
Talk to Barney Barney? Ha! Well, go right ahead, but I'm certain he'll deny anything apart from renting this space to some drifters. The man's as tightlipped as a monk sworn to silence. That being said, if you do get anything from him, bring it to the Lodge.
Far as I know, we've still got one of these fellows locked up at the Lodge over that stabbing this morning. I'm thinking that Golm will be having 'hard' words with the chap after my report to him."
Virt tinkers quickly and imbues an object with the scent of daffodils in the fields of his youth. He wraps it around his face and breaths in heavy. Whatever that smell is, it will not affect Virt. ((OOG It's just a bandana. 2/3 magical tinkering uses left.))
Taking a last look around, Sharn and the wardens begin to file out of the room, heading in the direction of the other as yet univestigated door. Passing Virt, the burly half-orc officer with the mohawk gives the ship's mage a puzzled look as he ties the bandana about his face, before she continues out muttering "... Golm's gonna be ropeable that this lot got away. Hope one dead rat appeases the Cove Warden a little..."
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
Stepping over a large alley cat that was scratching at the door, the sergeant is in the act of reaching for the handle when Kestrell speaks up. Pausing... and then slowly withdrawing her hand, Sharn says in a gruff and overtly unconcerned tone, "Well... can't hurt to be cautious, I suppose. Go on then."
Examining the door, Kestrell detects no sign of anything dangerous or untoward. The door is plain, unmarked and of stout construction but does not appear locked.
[OOC] FYI the warden's examination of the previous room seemed cursory at best. Sergeant Sharn is starting to strike some of you as a strong, dependable officer, but perhaps not one that's overly creative or studious.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
To post a comment, please login or register a new account.
"Nice job so far, A'ro, Dekket! It was pretty quiet outside, and the Warden there said that the rest of the Wardens were almost here. So we came down to see if you needed help. Looks like we'll follow you."
As A'ro reaches out to turn the door handle, the genasi sorcerer recieves a sharp prick of pain to his palm. Looking down, he now notices a thin trickle of blood flowing from the inside of his hand and the glint of a needle tip protruding from the door handle.
[OOC] Hambergler - A'ro must succeed on a DC 11 Constitution saving throw, taking 13 (3d6) poison damage on a failed save, or half as much damage on a successful one.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
Seeing A'ro wince when he grabs the handle, Kestrell tries to inspire him, but realizes he doesn't feel very inspirational, so offers a few words of encouragement: "Watch out for tra...oh. Nevermind."
“Ouch. Be careful, sailor.” Virt says, as he readies himself for some action.
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
A'ro just curses under his breath as moves back a little "I'm assuming that means this is they right door...can anyone look at it fully before we just open it. Be careful for this thing."
OOC:
Con save: 16
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
"I don't know much about traps, but I can take a look."
Kestrell pushes past the Wardens and up to A'ro and studies the doorknob and the door for further traps.
Investigation: 19
The wardens make way for Kestrell, who on his way past hears the Sergeant mutter something about "... just kicking the damned thing down..."
Examining the handle and the rest of the door carefully, the navigator is fairly certain the the crude needle trap (it looks like the needle was attached to the handle using some sort of 'gum' substance) was the only trap here. The stout wooden door does appear locked however.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
"You alright, A'ro? I think that's the only trap, looks pretty crude to me. The damned thing is locked though."
"Who wants to break it open?" Kestrell looks back at the Sergeant, grins and raises his eyebrow. "Sergeant, after you!"
Favouring Kestrell with a wickedly pleased grin, sergeant Sharn steps foward and with a single mighty boot splinters the lock (and some of the frame), as the remnants of the door swings inwards. Striding forward into the room beyond with her shield raised high, the half-orc warden calls out in a commanding tone, "Anyone in here should get down on their knees, with their hands empty and held up high. You get one warning... and one warning only!"
Silence greets the sergeant's demands. The buzz of flies and a foul stench emnates from the room as the other wardens swifly follow their superior into the room with crossbows raised.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
Kestrell draws his silvered rapier and follows Sharn into the room. "Ah! What is that smell?"
If they aren't attacked, he will look around the room: Perception: 2
Vaken Cat goes toward the room but the smell was just too much so he turns and heads to the other door and scratches at it hoping someone will open it.
Campaigns:
DM - Waterdeep Dragon Heist PbP
Entering the room behind the sergeant and the other wardens, Kestrell finds it hard to get a good look with so many others crammed in, but notices that it's a rectangular room containing a number of strung up hammocks and a small table with chairs. Discarded rubbish and other waste litters the floor. The stench permeates the room and sergeant Sharn appears to be leaning over something in the far corner.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
The scent of something spicy but unfamiliar hits Cat Vaken's nose as he approaches the other door. The scratching fails to elicit any response.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
"Sergeant Sharn, what do you see over there?"
Entering the last one at the room Dekket says
"Perhaps you should be wary of more traps in there..." he suggests to the other members of the crew and the sergeant. He reamains at the doorway, just in case someone from above have the funny idea of locking them downthere.
PbP Character: A few ;)
A'ro follows behind just gripping his staff "I'm fine, just shouldn't be to eager to get this over with."
He follows Sharn looking around for clues that may help them "Pretty obvious they were camping out in here. If we can't find anything maybe the owner will tell us something from questioning with all this evidence stacked up against him."
OOC:
Investigation check for any clues: 17
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Virt tinkers quickly and imbues an object with the scent of daffodils in the fields of his youth. He wraps it around his face and breaths in heavy. Whatever that smell is, it will not affect Virt. ((OOG It's just a bandana. 2/3 magical tinkering uses left.))
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
Stepping back from the corner, you see that the sergeant was leaning over a low-strung hammock, one that seems to contain the source of the foul stench. Lying completely still in the mesh is a human body dressed in dirty, bloodstained dockside garb. The lean figure's head lolls to one side, his greasy, long black hair falling over the man's face, while flies crawl over and buzz around the still form. A dagger hilt protrudes from the man's right side and the end of the right arm that hangs onto the floor is covered in bloody bandages.
Sergeant Sharn replies in a disgusted tone, "Looks like these Luskan low-lifes left one of their own behind, though this one doesn't look to be fit for questioning... or much else besides burying."
A couple of the wardens look concerned and shuffle their fee nervously at Dekket's mention of traps, but their sergeant quells their fidgeting with a harsh call as she glances around the filth strewn den, "Bah! If'n there were more traps here, I'm guessing we'd know by now. That being said... don't touch nothing in here, lads. We'll check the other room first before reporting to the Cove Warden, but me gut tells me that these rats have fled."
"Aye, and just as obvious they ain't here now. We'll check the other door to be sure, but I reckon you lot must have spooked them.
Talk to Barney Barney? Ha! Well, go right ahead, but I'm certain he'll deny anything apart from renting this space to some drifters. The man's as tightlipped as a monk sworn to silence. That being said, if you do get anything from him, bring it to the Lodge.
Far as I know, we've still got one of these fellows locked up at the Lodge over that stabbing this morning. I'm thinking that Golm will be having 'hard' words with the chap after my report to him."
Taking a last look around, Sharn and the wardens begin to file out of the room, heading in the direction of the other as yet univestigated door. Passing Virt, the burly half-orc officer with the mohawk gives the ship's mage a puzzled look as he ties the bandana about his face, before she continues out muttering "... Golm's gonna be ropeable that this lot got away. Hope one dead rat appeases the Cove Warden a little..."
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
Kestrell follows Sharn to the other door. "Should we check this one for traps first?"
If Sharn agrees, Kestrell will see if the door is trapped.
Investigation: 23
Stepping over a large alley cat that was scratching at the door, the sergeant is in the act of reaching for the handle when Kestrell speaks up. Pausing... and then slowly withdrawing her hand, Sharn says in a gruff and overtly unconcerned tone, "Well... can't hurt to be cautious, I suppose. Go on then."
Examining the door, Kestrell detects no sign of anything dangerous or untoward. The door is plain, unmarked and of stout construction but does not appear locked.
[OOC] FYI the warden's examination of the previous room seemed cursory at best. Sergeant Sharn is starting to strike some of you as a strong, dependable officer, but perhaps not one that's overly creative or studious.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea