This chamber was once an office or storeroom of some kind. A large stone counter divides the room, set with three dusty cales made of iron. Holes carved into the north wall are stuffed with dusty paper scraps. Humblodt recognises the script as Dwarfish and they seem to be records of some kind. Several long-dead corpses — gnomes and orcs by their look — are sprawled across the floor. Behind the counter is a locked iron chest.
You can use thieves tools and a make a Dexterity check to try and open the chest.
This post has potentially manipulated dice roll results.
Twiglet approaches the chest with a practiced eye....there were others in his gang that were more gifted and experienced in safe-cracking, but he wasn't too bad in his own opinion. He had often been ready to break into the lock-box or hidden safe-cache, but then shouldered aside by a larger member of the team. Getting into the marked house was never considered as difficult as opening the box and getting the loot, so Twiglet usually got the smaller share....but that might have been because Twiglet didn't make the rules. His new friends needed him now and here was his chance to show that safe-cracking was one of his valuable skills....he hoped.
Im following the guidance in this page to carry out a perception check, then, assuming there is a trap or lock, an intelligence check and then a dexterity check to open and disarm it...Im using my thieves tools...so, if I read my character sheet right, I get to double my bonus when using them....Im going to be really cheeky and assume, on a chest, I would examine it using my thieves tools (prodding and probing) so get double there too :)...they become whopping bonuses, so I am fine with an over-rule, I would have thought an advantage would make more sense, but that's how I read the rules...
Twiglet doesn't detect any traps on the chest. He quickly picks the lock and opens the chest. The inside is packed with coins. Counting it up there are 600 cp, 180 sp, 90 ep, and 60 gp.
Excellent rolls. The coins are worth 129GP when combined.
Twiglet's practiced eyes light up at the haul. That would be a good night for any thieves gang and he is overjoyed. This is literally free money. If it belonged to any of those unfortunates in the pile, they won't mind. There'll be no armed guards running after Twiglet and no seeking spells probing the alleyways for him this time.
Then his face falls slightly, they have no easy means of carrying this heavy load. He could relock the chest easily and possibly hide it for when they return, but he couldn't be sure of opening so easily the next time. He signs "carry or leave?" to Ro and then speaks up to the rest of the group. "How do adventurers carry all this stuff?"
The door to the other room is open and you can see broken stone benches and heaps of rubble from a partially collapsed ceiling fill this room. Amoung ruined stone bunks and toppled weapon racks are the bones of several dwarves and orcs.
I would say Gundren wouldn't leave his brother's body so is still at the entrance. I think there are 5 of you right now, as I haven't heard anything from Siloqui in a while.
As you approach the door, carefully checking for traps, you spot nothing. At the door you see it is not shut and locked, but sitting mostly closed, so that you cannot see into the room. There are no traps on the door, but you can hear snapping and crunching sounds coming from the other side.
Twiglet finds eight places you could place a trap and six methods they could have been triggered....but no one seems to have felt the need to set traps here
A few seconds after Roars enters the west room some of the bones on the floor begin to move together. Four skeletons begin to assemble themselves, shreds of armour hanging from them, rusty swords in hand.
Ro takes two quick slashes at the nearest partially-assembled skeleton and then runs over to the doorway, clanging her swords together to get the party's attention.
This chamber was once an office or storeroom of some kind. A large stone counter divides the room, set with three dusty cales made of iron. Holes carved into the north wall are stuffed with dusty paper scraps. Humblodt recognises the script as Dwarfish and they seem to be records of some kind. Several long-dead corpses — gnomes and orcs by their look — are sprawled across the floor. Behind the counter is a locked iron chest.
You can use thieves tools and a make a Dexterity check to try and open the chest.
When Ro spots the chest she does an excited little hop and darts out of the room, returning a moment later with Twiglet in tow.
Roars in Silence | Goblin | Barbarian
Humblodt urges caution - the chest might be protected by more than a lock.
Or not be a chest at all...check for legs & teeth!
Twiglet approaches the chest with a practiced eye....there were others in his gang that were more gifted and experienced in safe-cracking, but he wasn't too bad in his own opinion. He had often been ready to break into the lock-box or hidden safe-cache, but then shouldered aside by a larger member of the team. Getting into the marked house was never considered as difficult as opening the box and getting the loot, so Twiglet usually got the smaller share....but that might have been because Twiglet didn't make the rules. His new friends needed him now and here was his chance to show that safe-cracking was one of his valuable skills....he hoped.
Im following the guidance in this page to carry out a perception check, then, assuming there is a trap or lock, an intelligence check and then a dexterity check to open and disarm it...Im using my thieves tools...so, if I read my character sheet right, I get to double my bonus when using them....Im going to be really cheeky and assume, on a chest, I would examine it using my thieves tools (prodding and probing) so get double there too :)...they become whopping bonuses, so I am fine with an over-rule, I would have thought an advantage would make more sense, but that's how I read the rules...
https://roll20.net/compendium/dnd5e/Traps#content
Perception with thieves tools 23
Intelligence (raw) 18
Disarm/Open with Dex and thieves tools 30
https://ddb.ac/characters/18753496/QyeRuu
Twiglet doesn't detect any traps on the chest. He quickly picks the lock and opens the chest. The inside is packed with coins. Counting it up there are 600 cp, 180 sp, 90 ep, and 60 gp.
Excellent rolls. The coins are worth 129GP when combined.
Twiglet's practiced eyes light up at the haul. That would be a good night for any thieves gang and he is overjoyed. This is literally free money. If it belonged to any of those unfortunates in the pile, they won't mind. There'll be no armed guards running after Twiglet and no seeking spells probing the alleyways for him this time.
Then his face falls slightly, they have no easy means of carrying this heavy load. He could relock the chest easily and possibly hide it for when they return, but he couldn't be sure of opening so easily the next time. He signs "carry or leave?" to Ro and then speaks up to the rest of the group. "How do adventurers carry all this stuff?"
https://ddb.ac/characters/18753496/QyeRuu
"I suggest we leave the copper coins behind"
Ro claps Twiglet on the back and signs [Well done, Small Fear! We are many. If we share we can carry this. What you think is in the other room?]
Roars in Silence | Goblin | Barbarian
The door to the other room is open and you can see broken stone benches and heaps of rubble from a partially collapsed ceiling fill this room. Amoung ruined stone bunks and toppled weapon racks are the bones of several dwarves and orcs.
[lots of dead people here] signs Ro [big battle]
https://ddb.ac/characters/18753496/QyeRuu
"Nothing to see here. Let's move on to the door North. Twiglet, can you please search for any traps on that door ?".
((Logistical question: How many of us are here? And is Gundren with us?))
I would say Gundren wouldn't leave his brother's body so is still at the entrance. I think there are 5 of you right now, as I haven't heard anything from Siloqui in a while.
I'll search for traps
23
https://ddb.ac/characters/18753496/QyeRuu
As you approach the door, carefully checking for traps, you spot nothing. At the door you see it is not shut and locked, but sitting mostly closed, so that you cannot see into the room. There are no traps on the door, but you can hear snapping and crunching sounds coming from the other side.
Twiglet finds eight places you could place a trap and six methods they could have been triggered....but no one seems to have felt the need to set traps here
"All safe" he whispers
https://ddb.ac/characters/18753496/QyeRuu
Ro makes a quick sweep of the west room to see if there's anything of use before following Twiglet over to the north door.
Investigation: 11 (+2 if that should have been perception)
Roars in Silence | Goblin | Barbarian
A few seconds after Roars enters the west room some of the bones on the floor begin to move together. Four skeletons begin to assemble themselves, shreds of armour hanging from them, rusty swords in hand.
Ro takes two quick slashes at the nearest partially-assembled skeleton and then runs over to the doorway, clanging her swords together to get the party's attention.
1st Attack: 18 Damage: 6
Offhand Attack: 22 Damage: 6
Initiative: 10
Roars in Silence | Goblin | Barbarian
Roars first attack hits the skeleton causing small cracks to appear in the bones it hits, her second bounces off without causing any visible damage.
Group 1 (>=14)
Skeletons (14)
Skeleton A (Damaged)
Skeleton B
Skeleton C
Skeleton D
Group 2 (<14)
Roars (10)