This room was once a library, with bookshelves around the walls. Most of the shelves are broken, and in many places they have come away from the wall. The few shelves still intact are empty, but a pile of books rests in the southwest corner.
Most of the books in this room are ruined. In the pile of books in the corner, there are three that seem noteworthy and could potentially be sellable.
The Magical Properties of Gemstones by the archmage Tenser
The Magical Properties of Herbs and Flowers by the archmage Tenser
The Metaphysics of Mathematics by the mage Nystul
A small scrap of paper falls from one of the books. Most of the words have faded from water damage, but the words "beyond skeletons" can be seen.
This post has potentially manipulated dice roll results.
OOC: who wants to keep up with the loot......my math is horrible. Also how do we want to split? A party pool and split later & odd amounts used to purchase supplies/rooms/etc. for the party?
Elias:
Elias says:" I would like a chance to look over the magical properties of herbs when we have a chance.
when everyone feels we have checked everything Elias will head back into the hall turn left and check the next door
Looking further at the paper, you hold it up to light to see if further words can be found, but only the “beyond skeletons” is visible.
Going into the other room:
This room was once a writing room or study. Against the wall under the windows sits a large wooden writing desk, partially broken and riddled with damp rot. There are three drawers in each side of the desk and a large central drawer; the latter is closed, but the others are all open — and two of them have been broken open forcibly.
The large central drawer is locked. The other drawers are empty, some paper are scattered around the desk, but nothing seems useful.
This post has potentially manipulated dice roll results.
Reginald of Neverwinter:
OOC: For loot distribution, I am pretty flexible. I suggest that items people can use go to those people, items we don't want can be sold with the rest of the loot and the total evenly distributed.
Reg will follow Elias with his sword out and ready if there are enemies about:
Perception: 22
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
This post has potentially manipulated dice roll results.
Captain Blackhand: Sauntering casually into the room, Beric says, "Aye, let's have a look at we got 'ere..." He carefully inspects the desk for traps and other mechanisms before attempting to pick the lock.
Perception: 19
Thieves' Tools: 16
Rollback Post to RevisionRollBack
"Not all those who wander are lost." - J.R.R. Tolkien
Not finding any traps, you use your thieve’s tools. It takes a minute to get the tumblers aligned, but the audible “click” is heard and the lid opens. There are some papers inside, old shipping logs from years ago, but nothing that appears useful. Elias notices something at the bottom of the drawer and reveals a hidden compartment that contains two potions of healing.
The next room is the furthest west on the house’s ground floor. This room is completely bare except a small pile of trash in the south east corner. A door on the north side of the room leads to a patio with cracked paving stones. With your perception check you can make out a visible trail that leads from the hallway door and into the room, leading to the northwest side before disappearing.
This post has potentially manipulated dice roll results.
Reginald of Neverwinter:
OOC: Reginald is fine with holding a potion of healing, unless someone else wants to.
Reginald will look at the trail as well, trying not to disturb it so others with skill can investigate it. Instead, he focuses on the area of the room where the trail disappears to see if there is a hidden exit or hiding place there.
Perception: 14
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
The trail appears to be made by foot traffic in the dust on the house floor. In looking closer, you can see the boards of the floor seem to have a mismatched pattern and could lift up
As you lift the boards, you immediatly realize that it is a trapdoor concealed in the floor. As you lift the door an inch or so, a loud and malevolent voice breaks the silence of the house and yells: “Welcome, fools — welcome to your deaths!” followed by booming and fiendish laughter.
Reginald of Neverwinter:
Perception for room on the left: 10
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"Hold up a moment friends, let's see what sort of books are strewn about this room." Keric says and takes a step into the room of books.
Investigation with Guidance: 20 + 2
This room was once a library, with bookshelves around the walls. Most of the shelves are broken, and in many places they have come away from the wall. The few shelves still intact are empty, but a pile of books rests in the southwest corner.
Most of the books in this room are ruined. In the pile of books in the corner, there are three that seem noteworthy and could potentially be sellable.
The Magical Properties of Gemstones by the archmage Tenser
The Magical Properties of Herbs and Flowers by the archmage Tenser
The Metaphysics of Mathematics by the mage Nystul
A small scrap of paper falls from one of the books. Most of the words have faded from water damage, but the words "beyond skeletons" can be seen.
Ghosts of Saltmarsh - DM
OOC: who wants to keep up with the loot......my math is horrible. Also how do we want to split? A party pool and split later & odd amounts used to purchase supplies/rooms/etc. for the party?
Elias:
Elias says:" I would like a chance to look over the magical properties of herbs when we have a chance.
when everyone feels we have checked everything Elias will head back into the hall turn left and check the next door
perception: 25
guidance: 2
total: 10
investigation on the 'skeleton paper': 9
Looking further at the paper, you hold it up to light to see if further words can be found, but only the “beyond skeletons” is visible.
Going into the other room:
This room was once a writing room or study. Against the wall under the windows sits a large wooden writing desk, partially broken and riddled with damp rot. There are three drawers in each side of the desk and a large central drawer; the latter is closed, but the others are all open — and two of them have been broken open forcibly.
The large central drawer is locked. The other drawers are empty, some paper are scattered around the desk, but nothing seems useful.
Ghosts of Saltmarsh - DM
Reginald of Neverwinter:
OOC: For loot distribution, I am pretty flexible. I suggest that items people can use go to those people, items we don't want can be sold with the rest of the loot and the total evenly distributed.
Reg will follow Elias with his sword out and ready if there are enemies about:
Perception: 22
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Elias says: Captain we have a locked drawer here that you may want to look at"
He then begins to investigate the rest of the room
investigation: 17
perception: 6
Captain Blackhand: Sauntering casually into the room, Beric says, "Aye, let's have a look at we got 'ere..." He carefully inspects the desk for traps and other mechanisms before attempting to pick the lock.
Perception: 19
Thieves' Tools: 16
"Not all those who wander are lost." - J.R.R. Tolkien
Not finding any traps, you use your thieve’s tools. It takes a minute to get the tumblers aligned, but the audible “click” is heard and the lid opens. There are some papers inside, old shipping logs from years ago, but nothing that appears useful. Elias notices something at the bottom of the drawer and reveals a hidden compartment that contains two potions of healing.
Ghosts of Saltmarsh - DM
Shaul
I wait outside of the room and keep watch for anything that could be dangerous
OOC: who wants the potions of healing?
If that is everything in the room and nobody wants to look at anything else - Elias will leave the room to the next one in order
perception: 20
investigation: 7
The next room is the furthest west on the house’s ground floor. This room is completely bare except a small pile of trash in the south east corner. A door on the north side of the room leads to a patio with cracked paving stones. With your perception check you can make out a visible trail that leads from the hallway door and into the room, leading to the northwest side before disappearing.
I can post an image later this afternoon
Ghosts of Saltmarsh - DM
Elias will take the potions and put them in his pack- he also took the books from the other room.
we will divide later I guess
Elias will point out the trail to the party. Does the trail look man made or made by something else? Nature check? - nature9
Reginald of Neverwinter:
OOC: Reginald is fine with holding a potion of healing, unless someone else wants to.
Reginald will look at the trail as well, trying not to disturb it so others with skill can investigate it. Instead, he focuses on the area of the room where the trail disappears to see if there is a hidden exit or hiding place there.
Perception: 14
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Elias gives one of the potions to Reg
Since Cap opened the drawer Elias hands off the second to him.
The trail appears to be made by foot traffic in the dust on the house floor. In looking closer, you can see the boards of the floor seem to have a mismatched pattern and could lift up
Ghosts of Saltmarsh - DM
This pattern is where the footsteps disappear
Ghosts of Saltmarsh - DM
Keric smiles at the hidden door saying, "We ride the spiral to end." and will attempt lift the boards.
Athletics with Guidance : 23 + 3
As you lift the boards, you immediatly realize that it is a trapdoor concealed in the floor. As you lift the door an inch or so, a loud and malevolent voice breaks the silence of the house and yells: “Welcome, fools — welcome to your deaths!” followed by booming and fiendish laughter.
Everyone make a wisdom saving throw.
Ghosts of Saltmarsh - DM
wisdom save: 12