While the others get the loot sorted, Peri ponders the walls. Why would someone enchant a stone wall to make it appear to be steel? The only reason he can come up with is to make it seem stronger, impregnable. Stone walls, especially ones carved from living rock and presumably several feet thick, are already incredibly strong; why would you need to make them look stronger still? Unless...
Peri takes out his crowbar and begins jamming the point between stones. He whacks each wall every few feet, hoping one turns out to be a thin veneer. He starts in the southeast corner, near the source of magic he senses, and proceeds in a counterclockwise direction. The noise is thoroughly irritating
Gerrard begins to fill his own bag with the coins and gems and silk. There are 480 gp and 1,200 sp. He has the sense that the silk must be worth a few hundred gold, and while he's no jeweler, he expects the gems to be worth somewhat more. They will need to get them appraised and sold in Saltmarsh or Seaton.
Peri makes a slow, annoying circuit around the room with his crowbar, banging and prying and chipping. He finds them all to be solid, sturdy, and undistinguished. No hollow spots, no hidden panels.
Boko, once everything has been dumped in either magic bag, claps her hands. “Time to check on the new friends and make sure they haven’t stolen your boat. We can talk clearing anything else in this place after we do that.” She starts walking back, careful to avoid any known traps and looking down at the cooling iron pieces. Abs shoves a piece of jade from the evil statue into the fancy magic bag, curious if it would be useful for something. But she heads right to check on the prisoners.
“Agreed,” says Gerrard simply, following Boko back to the entrance to the temple and back into the regular basement of the abbey. Just in case, he closes the door to the temple once everyone has come through (assuming they do) in case there are any wandering creatures in the temple they have yet to encounter.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
The group collects their findings and carefully returns through the quiet, winding way back to the basement. The rain is still heavy outside, and a large puddle of water fills the middle of the room.
Having helped to secure the prisoners before they left, Gerrard checks the “noisemaker” setup outside the door to see if it has been disturbed, disabling it if needed to provide access to the locked Kitchen door and the prisoners.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kei follows the group back to the foyer, begrudgingly. "Tell you what, those pesky cultists better still be there. There's at least two doors and a corridor still not checked and I'm sure at least one of them will hold more valuables." He points out the doors on their way back.
Once back in the basement he finds Boko and casually asks "You know, if things go awry you'll need both hands to fight. I can hold that newbag if you like. Just so it doesn't get in your way. Of course"
Boko looks down at the very flashy, spangly bag. A small grin. "I can manage with it in a fight -- I manage with my pack more often than not. But perhaps you are right, it is not really my style. And this is not really my errand, as invested in it as I may have become. So here you are, just as long as the valuables inside get apportioned correctly. Of course."Another small grin.
If the prisoners are there, Boko's fine with checking the last doors and corridor. She tries to look for anything dangerous, but won't try to get in front of the more enthusiastic explorers.
Peri gathers two of the oil flasks from the storeroom to replenish his stock. Probably never work again, but I'd feel foolish if we missed another opportunity because I didn't grab any oil! He looks disapprovingly at the water puddling in the center of the room. "If we had a little more time we could get those doors fixed. Too bad to see such a useful place go to seed. What if there's some sorta evil devil or a magical device that turns this place bad? If we could get rid of it -- and any undead things that might be left -- this island would be a prime spot for a young nobleman lookin' for a place to build a keep. Steep cliffs around most of the island, so there's only one good route of approach. Plenty of room up here, if the soil's good, to grow most of your own food. Strategic location to command the coastline. Not a bad spot at all. Except for the evil, of course. And a spot this good, somebody's gonna move in here, whether it's the next crazy cult or the damned pirates, or maybe those kuo-toa. If you want to keep squatters out you gotta move someone else in."
Peri picks through the supplies for something to snack on while the group recovers. "If the prisoners are still, uh, prisoned, maybe one of you can take a look at the stuff we found and see what it does?"
As Dwal shushes the party, Boko listens carefully at the door to the kitchen. Perception: 24
...She hears two sets of breathing within, and one set of pacing feet, but no voices. Gerrard finds the noisemaking alarm and the barricade as they left it.
(Boko is returning to the tunnels? Which door or hallway is she exploring first? There are five unopened doors and one hallway...)
Peri gathers two of the oil flasks from the storeroom to replenish his stock. Probably never work again, but I'd feel foolish if we missed another opportunity because I didn't grab any oil! He looks disapprovingly at the water puddling in the center of the room. "If we had a little more time we could get those doors fixed. Too bad to see such a useful place go to seed. What if there's some sorta evil devil or a magical device that turns this place bad? If we could get rid of it -- and any undead things that might be left -- this island would be a prime spot for a young nobleman lookin' for a place to build a keep. Steep cliffs around most of the island, so there's only one good route of approach. Plenty of room up here, if the soil's good, to grow most of your own food. Strategic location to command the coastline. Not a bad spot at all. Except for the evil, of course. And a spot this good, somebody's gonna move in here, whether it's the next crazy cult or the damned pirates, or maybe those kuo-toa. If you want to keep squatters out you gotta move someone else in."
Gerrard:
"Now that you mention it, Master Fenwader, this island does occupy a rather strategic location in the region, and this rather extensive basement could make a solid foundation for a simple but elegant manor constructed above. If we survive the battle with the Sahuagin, I could see coming here to establish a stronghold, though I may need the help of a few friends," Gerrard replies, smiling at the good captain.
Breathing a sigh of relief now that the prisoners are confirmed to be securely in place, Gerrard is less concerned with actually opening up the door and talking with them once more. Instead, he finds a comfortable place to sit and relax and bind his wounds. Eating a snack after bandaging his wounds, the young noble grabs some rest and considers the possibilities of a newly-liberated Abbey island.
2 Hit Dice Spent during Short Rest: 17
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
When Boko asks, Gerrard says, “I am from Seaton, actually, born and raised. I had a fairly sheltered upbringing, though, and until last week I had never seen the plight of the common folk and how little the guards actually seemed to care about protecting the populace and providing justice.”
”I have plenty of older brothers who will carry on the family name in Seaton, so I am left mostly to my own devices, at least until recently. Given my mother’s displeasure in my choice of activities and traveling companions, I may have scorched a few bridges there, but I can no longer just lounge in luxury while the people of Seaton struggle to survive against ancient evils and invading Sahuagin. As far as I know, at least the war effort against the sea devils is still on track,” he shares further.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Everyone may benefit from a short rest. It's late morning, although you wouldn't know it from the low, black clouds, thick fog, and sheets of rain outside.
"Get some good stuff? No finder's fee required! I'll just be grateful for a ride to the mainland. You guys almost ready to go?" calls out Bayleaf's voice from behind the kitchen door.
Paying no attention to the kitchen, or anything else for that matter, he sits on one of the wooden crates in the corner of the basement with the fancy bag in hand. "I'll be here if you need me" stating the obvious. He spends most of the time they are resting looking over their new acquisitions. He pays particular attention to the set of armour, seeing if he can sense any magical properties.
Towards the end of the hour he returns the contents to the bag and stands and walks amongst the lounging group. "Figured we could do with some music. The silence in this place is deafening." He plays lightly on his cittern. A soothing tune that lifts the spirits of the company.
Once rested and the nod is given that they are moving on he shows his instrument and reaches for his cards. "Lend a hand this time" he whispers to his cards, as if they understood his request.
SR Hit Dice 75
Song of Rest - anyone spending hit dice take an extra 3 hit points.
Peri:
While the others get the loot sorted, Peri ponders the walls. Why would someone enchant a stone wall to make it appear to be steel? The only reason he can come up with is to make it seem stronger, impregnable. Stone walls, especially ones carved from living rock and presumably several feet thick, are already incredibly strong; why would you need to make them look stronger still? Unless...
Peri takes out his crowbar and begins jamming the point between stones. He whacks each wall every few feet, hoping one turns out to be a thin veneer. He starts in the southeast corner, near the source of magic he senses, and proceeds in a counterclockwise direction. The noise is thoroughly irritating
Gerrard begins to fill his own bag with the coins and gems and silk. There are 480 gp and 1,200 sp. He has the sense that the silk must be worth a few hundred gold, and while he's no jeweler, he expects the gems to be worth somewhat more. They will need to get them appraised and sold in Saltmarsh or Seaton.
Peri makes a slow, annoying circuit around the room with his crowbar, banging and prying and chipping. He finds them all to be solid, sturdy, and undistinguished. No hollow spots, no hidden panels.
Boko, once everything has been dumped in either magic bag, claps her hands. “Time to check on the new friends and make sure they haven’t stolen your boat. We can talk clearing anything else in this place after we do that.” She starts walking back, careful to avoid any known traps and looking down at the cooling iron pieces. Abs shoves a piece of jade from the evil statue into the fancy magic bag, curious if it would be useful for something. But she heads right to check on the prisoners.
Gerrard:
“Agreed,” says Gerrard simply, following Boko back to the entrance to the temple and back into the regular basement of the abbey. Just in case, he closes the door to the temple once everyone has come through (assuming they do) in case there are any wandering creatures in the temple they have yet to encounter.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
The group collects their findings and carefully returns through the quiet, winding way back to the basement. The rain is still heavy outside, and a large puddle of water fills the middle of the room.
Boko goes to the door behind which the prisoners stay - she listens for signs of them.
Dwal follows along the best he can and pauses once they get near the kitchen.
(assist Boko if needed.)
Gerrard:
Having helped to secure the prisoners before they left, Gerrard checks the “noisemaker” setup outside the door to see if it has been disturbed, disabling it if needed to provide access to the locked Kitchen door and the prisoners.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kei
Kei follows the group back to the foyer, begrudgingly. "Tell you what, those pesky cultists better still be there. There's at least two doors and a corridor still not checked and I'm sure at least one of them will hold more valuables." He points out the doors on their way back.
Once back in the basement he finds Boko and casually asks "You know, if things go awry you'll need both hands to fight. I can hold that newbag if you like. Just so it doesn't get in your way. Of course"
Boko looks down at the very flashy, spangly bag. A small grin. "I can manage with it in a fight -- I manage with my pack more often than not. But perhaps you are right, it is not really my style. And this is not really my errand, as invested in it as I may have become. So here you are, just as long as the valuables inside get apportioned correctly. Of course." Another small grin.
If the prisoners are there, Boko's fine with checking the last doors and corridor. She tries to look for anything dangerous, but won't try to get in front of the more enthusiastic explorers.
Perception: 13
Another roll if helped: 16
Peri:
Peri gathers two of the oil flasks from the storeroom to replenish his stock. Probably never work again, but I'd feel foolish if we missed another opportunity because I didn't grab any oil! He looks disapprovingly at the water puddling in the center of the room. "If we had a little more time we could get those doors fixed. Too bad to see such a useful place go to seed. What if there's some sorta evil devil or a magical device that turns this place bad? If we could get rid of it -- and any undead things that might be left -- this island would be a prime spot for a young nobleman lookin' for a place to build a keep. Steep cliffs around most of the island, so there's only one good route of approach. Plenty of room up here, if the soil's good, to grow most of your own food. Strategic location to command the coastline. Not a bad spot at all. Except for the evil, of course. And a spot this good, somebody's gonna move in here, whether it's the next crazy cult or the damned pirates, or maybe those kuo-toa. If you want to keep squatters out you gotta move someone else in."
Peri picks through the supplies for something to snack on while the group recovers. "If the prisoners are still, uh, prisoned, maybe one of you can take a look at the stuff we found and see what it does?"
As Dwal shushes the party, Boko listens carefully at the door to the kitchen. Perception: 24
...She hears two sets of breathing within, and one set of pacing feet, but no voices. Gerrard finds the noisemaking alarm and the barricade as they left it.
(Boko is returning to the tunnels? Which door or hallway is she exploring first? There are five unopened doors and one hallway...)
Gerrard:
"Now that you mention it, Master Fenwader, this island does occupy a rather strategic location in the region, and this rather extensive basement could make a solid foundation for a simple but elegant manor constructed above. If we survive the battle with the Sahuagin, I could see coming here to establish a stronghold, though I may need the help of a few friends," Gerrard replies, smiling at the good captain.
Breathing a sigh of relief now that the prisoners are confirmed to be securely in place, Gerrard is less concerned with actually opening up the door and talking with them once more. Instead, he finds a comfortable place to sit and relax and bind his wounds. Eating a snack after bandaging his wounds, the young noble grabs some rest and considers the possibilities of a newly-liberated Abbey island.
2 Hit Dice Spent during Short Rest: 17
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Boko also sits on her heels, conversing a bit with Gerrard, asking him about his connection to the city.
HD: 11 4 9
The party takes a short rest, the storm continuing to blow outside. The sounds of the wind is punctuated by the spray of rain on the stairwell.
A knock is heard from the inside of the kitchen door. "You back?" calls Bayleaf. "Find the treasure? How much? What did you find? We ready to sail?"
Gerrard:
When Boko asks, Gerrard says, “I am from Seaton, actually, born and raised. I had a fairly sheltered upbringing, though, and until last week I had never seen the plight of the common folk and how little the guards actually seemed to care about protecting the populace and providing justice.”
”I have plenty of older brothers who will carry on the family name in Seaton, so I am left mostly to my own devices, at least until recently. Given my mother’s displeasure in my choice of activities and traveling companions, I may have scorched a few bridges there, but I can no longer just lounge in luxury while the people of Seaton struggle to survive against ancient evils and invading Sahuagin. As far as I know, at least the war effort against the sea devils is still on track,” he shares further.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Everyone may benefit from a short rest.
It's late morning, although you wouldn't know it from the low, black clouds, thick fog, and sheets of rain outside.
"Get some good stuff? No finder's fee required! I'll just be grateful for a ride to the mainland. You guys almost ready to go?" calls out Bayleaf's voice from behind the kitchen door.
Kei
Paying no attention to the kitchen, or anything else for that matter, he sits on one of the wooden crates in the corner of the basement with the fancy bag in hand. "I'll be here if you need me" stating the obvious. He spends most of the time they are resting looking over their new acquisitions. He pays particular attention to the set of armour, seeing if he can sense any magical properties.
Towards the end of the hour he returns the contents to the bag and stands and walks amongst the lounging group. "Figured we could do with some music. The silence in this place is deafening." He plays lightly on his cittern. A soothing tune that lifts the spirits of the company.
Once rested and the nod is given that they are moving on he shows his instrument and reaches for his cards. "Lend a hand this time" he whispers to his cards, as if they understood his request.
SR Hit Dice 7 5
Song of Rest - anyone spending hit dice take an extra 3 hit points.
Tales from Beyond - 5
Dwal will also use his ability to regain a second level slot.
SR Hit Dice: 7 5