( OOC strategery discussion: Peri has the Sailor background, which gives him proficiency with water vehicles, so he should go on the boat. If we're going to stick together we can ask Seth to send Missy with us while he and the other two guards take the bodies into town. If we're going to split the party, Qivys and Dwal are both wearing heavy armor so a boat ride is more dangerous for them. Or I suppose we could send the other guards back with the boat, if one of them knows how to handle it, and we could all take the bodies back. I'm down for whichever the group decides.)
(Sounds find to me. Though I would like to check of the key opens the locked office. Might be nothing there even if it is but like, why lock it if theres nothing interesting in there? And I just wanna check out the dead things door. What time is it?)
It must be nearly noon, although the gloom and drizzle make it difficult to tell. The sea is calm.
Butter has been assigned to the cart, and to making sure all the horses are safely led back. He’ll need help. Seth wants to accompany the cargo back in the boat. He’s confident in his sailing and navigating abilities, but then he’s confident about most everything. There’s room in the skiff for at least four more even with the cargo aboard. Farley is already starting to load the casks and silk.
(OCC: was detect magic cast? Has there been a short rest?)
Dwal will place the items in his pack for the moment but hang on to the key. He eyes Seth and his cohorts warily..."They're up to something." he says to himself.
"Greedy Bastards I'd say." he mumbles. Dwal turns and looks at this group he has joined up with but says nothing for a moment.
"Shall we find out what this key unlocks." he says. "Plus" he continues in a low voice "this is a hide out, there's bound to be more than than a few bolts of linen and some casts of cheap human ale and honestly, I think we will need money soon enough and the upper part of this place needs exploring a bit I'd wager."
(It sounds like we're letting the guardsmen take the boat with the kegs and silk while we clear out the mansion. There doesn't appear to be anything else of note down here so we could go up to the bunkroom, where anyone who needs a rest can get one, and anyone else can search the room. Dwal's right: there's gotta be some coin around the smugglers' base.)
Missy completes the Detect Magic ritual, and begins to examine her surrounding and everyone's belongings. Qivys new scale mail exudes a magical aura, as does the pipe that Dwal took from Sanbalet. From deep inside Peri's pack comes a glow from the spectacles Omen found on the beach. Nothing in the immediate vicinity of the cave complex appears to have any arcane properties that Missy's spell can detect.
(If Missy decides to take a walk - her spell lasts up to ten minutes - or if there is any item in particular you want to remind me of and ask me about - let me know!)
Where is everyone? Where would you like to go next?
Dwal stands for a moment waiting for Missy's report on the items.
Dwal shrugs his shoulders, "I'm not much of a pipe smoker." he says. "I'll leave this for ye folks to decide who wants it." Dwal places the pipe on the ground.
Dwal takes the key and gives it the once over as a forgemaster would do. "Now you pretty little thing, what do you open."
Dwal starts off looking for things to try with the key. if he finds nothing then he will move on to the next room, going through the underground then the house trying to find what the key opens.
"Don't know about you all, but a rest would do wonders. Just a quick one. My nerves are still on edge after..."he started to crack as he thought of Sanbalet, but managed to compose himself. He heads slowly back up to the cave with the casks and bolts of cloth.
Seth struts in and announces his orders. He and Farley will sail the smugglers' skiff back to Saltmarsh with the cargo. Butter and Missy will return Onald's body (and those of your friends, if you want) in the cart, together with all the horses, over land. The rest of you may return any way you want. The boat will leave in an hour, after the guardmen have a rest and a meal and tend to their wounds (all three of them received significant injuries in the fight.)
The key in Dwal's hand is an ordinary key; Missy detects no magic upon it. There are no doors in the caverns, however. Re-entering the cellar, the first door with a lock is Sanbalet's. The key fits, the door opens, the mystery solved. The room is as Qivys and his friends had left it, although only Claire had gotten a good look inside. She had grabbed some books and notes and a robe, but they were lost when she vanished into the void.
Unlike the barracks, Sanbalet's small room holds comfortable furnishings and appears to be well cared for. A comfortable-looking bed in the northwest corner has a wooden locker at its foot. A small wooden table stands against the east wall, with a padded leather chair beside it. On the table, a brass three-branch candlestick with three burning candles provides the room with bright light. The candles, though not fresh, are far from spent. Under the table is a small wooden box and an unlit bullseye lantern with a movable shutter over the lens. In the northeast corner is a closed wooden wardrobe.
After telling the others what magic she detects in the cave Missy nods at her orders and follows Dwal about as he looks for things to try the key in, looking for any magic.
(I'm assuming since you mentioned the pipe but not the bowl or the dice from Sanbalet they're not magical. Can't think of anything else.)
Sanbalet's dice are nonmagical, and the bowl is part of the pipe (the part that one refills.) But, following Dwal, Missy notices an incantation at the top of the stairs in the cellar (the set of stairs on the west side of the room you have not climbed) from the illusion school of magic. There's also a faint sense of magic above the stove somewhere, in one of the rooms in the front of the house. Finally, there are a couple of well-insulated sources of magic somewhere behind the barred "Danger" door to the east.
Meanwhile, Dwal opens the wardrobe to find a number of colorful and rather flashy outfits, together with some well-used undergarments. Nothing else of note.
With Dwal and Missy searching Sanbalet's room, Peri will begin searching the bunkroom. He starts with the beds, checking in/under each mattress, and the footlockers. If he can't pry the locks open he will step back and eldritch blast the locks.
This post has potentially manipulated dice roll results.
Missy
Missy is a little disappointed not to find any magical items in the locked room but shrugs it off. She dithers for a moment not sure which magic source that she can detect to check out first before going over and investigating the stairs to see what the illusion does before heading up to try and find that distance source.
(by front rooms you mean the ones we checked when we came in this time? Or the ones above that we haven't looked at?)
Peri smashes open the footlockers in the bunkroom. There are only four that were locked. Mostly clothing and personal effects, but you do find 28 gp and 60 sp and a lot of stinky socks. (Mark your inventory!)
Who took the pipe - anyone? Also: Dwal may roll an Investigation check if he wants to read Sanbalet's notes.
Missy climbs the unclimbed stairs in the west end of the bunkroom, which lead to a trap door in the ceiling. Cracking it open, Missy triggers the illusionary effect she detected. A loud and malevolent voice snarls, “Welcome, fools — welcome to your deaths!” Booming, fiendish laughter follows the spoken message. It sounds like Sanbalet.
The faint, small magical aura Missy detected (other than the two faint signals behind the barred door) seem to be coming from the ground floor, near the front of the house - one of the rooms Farley passed but did not enter.
Butter wanders by - he's going back upstairs to check on the horses, tend to his wounds, have something to eat, and then maybe take a little nap.
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( OOC strategery discussion: Peri has the Sailor background, which gives him proficiency with water vehicles, so he should go on the boat. If we're going to stick together we can ask Seth to send Missy with us while he and the other two guards take the bodies into town. If we're going to split the party, Qivys and Dwal are both wearing heavy armor so a boat ride is more dangerous for them. Or I suppose we could send the other guards back with the boat, if one of them knows how to handle it, and we could all take the bodies back. I'm down for whichever the group decides.)
(Sounds find to me. Though I would like to check of the key opens the locked office. Might be nothing there even if it is but like, why lock it if theres nothing interesting in there? And I just wanna check out the dead things door. What time is it?)
(I know that Qiv won't leave the bodies upstairs. Plus, he's sick of sailing after being brought here as a slave on a boat ;) )
It must be nearly noon, although the gloom and drizzle make it difficult to tell. The sea is calm.
Butter has been assigned to the cart, and to making sure all the horses are safely led back. He’ll need help. Seth wants to accompany the cargo back in the boat. He’s confident in his sailing and navigating abilities, but then he’s confident about most everything. There’s room in the skiff for at least four more even with the cargo aboard. Farley is already starting to load the casks and silk.
Dwal
(OCC: was detect magic cast? Has there been a short rest?)
Dwal will place the items in his pack for the moment but hang on to the key. He eyes Seth and his cohorts warily..."They're up to something." he says to himself.
"Greedy Bastards I'd say." he mumbles. Dwal turns and looks at this group he has joined up with but says nothing for a moment.
"Shall we find out what this key unlocks." he says. "Plus" he continues in a low voice "this is a hide out, there's bound to be more than than a few bolts of linen and some casts of cheap human ale and honestly, I think we will need money soon enough and the upper part of this place needs exploring a bit I'd wager."
Would Missy like to Detect Magic?
Would others like to take a short rest?
Or do you have other tasks you'd like to do, while the guardsmen load the boat?
(It sounds like we're letting the guardsmen take the boat with the kegs and silk while we clear out the mansion. There doesn't appear to be anything else of note down here so we could go up to the bunkroom, where anyone who needs a rest can get one, and anyone else can search the room. Dwal's right: there's gotta be some coin around the smugglers' base.)
(Missy can only cast detect magic as a ritual, she can do that while the others rest or while they search)
Missy completes the Detect Magic ritual, and begins to examine her surrounding and everyone's belongings. Qivys new scale mail exudes a magical aura, as does the pipe that Dwal took from Sanbalet. From deep inside Peri's pack comes a glow from the spectacles Omen found on the beach. Nothing in the immediate vicinity of the cave complex appears to have any arcane properties that Missy's spell can detect.
(If Missy decides to take a walk - her spell lasts up to ten minutes - or if there is any item in particular you want to remind me of and ask me about - let me know!)
Where is everyone? Where would you like to go next?
Dwal
Dwal stands for a moment waiting for Missy's report on the items.
Dwal shrugs his shoulders, "I'm not much of a pipe smoker." he says. "I'll leave this for ye folks to decide who wants it." Dwal places the pipe on the ground.
Dwal takes the key and gives it the once over as a forgemaster would do. "Now you pretty little thing, what do you open."
Dwal starts off looking for things to try with the key. if he finds nothing then he will move on to the next room, going through the underground then the house trying to find what the key opens.
"Are ye coming along?" he asks as he goes.
Qivys
"Don't know about you all, but a rest would do wonders. Just a quick one. My nerves are still on edge after..." he started to crack as he thought of Sanbalet, but managed to compose himself. He heads slowly back up to the cave with the casks and bolts of cloth.
Seth struts in and announces his orders. He and Farley will sail the smugglers' skiff back to Saltmarsh with the cargo. Butter and Missy will return Onald's body (and those of your friends, if you want) in the cart, together with all the horses, over land. The rest of you may return any way you want. The boat will leave in an hour, after the guardmen have a rest and a meal and tend to their wounds (all three of them received significant injuries in the fight.)
The key in Dwal's hand is an ordinary key; Missy detects no magic upon it. There are no doors in the caverns, however.
Re-entering the cellar, the first door with a lock is Sanbalet's. The key fits, the door opens, the mystery solved. The room is as Qivys and his friends had left it, although only Claire had gotten a good look inside. She had grabbed some books and notes and a robe, but they were lost when she vanished into the void.
Unlike the barracks, Sanbalet's small room holds comfortable furnishings and appears to be well cared for. A comfortable-looking bed in the northwest corner has a wooden locker at its foot. A small wooden table stands against the east wall, with a padded leather chair beside it. On the table, a brass three-branch candlestick with three burning candles provides the room with bright light. The candles, though not fresh, are far from spent. Under the table is a small wooden box and an unlit bullseye lantern with a movable shutter over the lens. In the northeast corner is a closed wooden wardrobe.
Dwal
Dwal will walk in "Eureka" he exclaims.
Dwal will look over the room and the first thing he gets into is the wooden locker.
Investigation: 7
The wooden locker holds a dozen candles and some sloppy notes on a scrap of parchment.
Dwal
Dwal will place the box on the bed. "Now let's see what's in this wardrobe." Dwal smiles as he says this and opens the wardrobe.
Missy
After telling the others what magic she detects in the cave Missy nods at her orders and follows Dwal about as he looks for things to try the key in, looking for any magic.
(I'm assuming since you mentioned the pipe but not the bowl or the dice from Sanbalet they're not magical. Can't think of anything else.)
Sanbalet's dice are nonmagical, and the bowl is part of the pipe (the part that one refills.)
But, following Dwal, Missy notices an incantation at the top of the stairs in the cellar (the set of stairs on the west side of the room you have not climbed) from the illusion school of magic.
There's also a faint sense of magic above the stove somewhere, in one of the rooms in the front of the house.
Finally, there are a couple of well-insulated sources of magic somewhere behind the barred "Danger" door to the east.
Meanwhile, Dwal opens the wardrobe to find a number of colorful and rather flashy outfits, together with some well-used undergarments. Nothing else of note.
Peri:
With Dwal and Missy searching Sanbalet's room, Peri will begin searching the bunkroom. He starts with the beds, checking in/under each mattress, and the footlockers. If he can't pry the locks open he will step back and eldritch blast the locks.
Missy
Missy is a little disappointed not to find any magical items in the locked room but shrugs it off. She dithers for a moment not sure which magic source that she can detect to check out first before going over and investigating the stairs to see what the illusion does before heading up to try and find that distance source.
(by front rooms you mean the ones we checked when we came in this time? Or the ones above that we haven't looked at?)
investigation: 19
Peri smashes open the footlockers in the bunkroom. There are only four that were locked. Mostly clothing and personal effects, but you do find 28 gp and 60 sp and a lot of stinky socks. (Mark your inventory!)
Who took the pipe - anyone?
Also: Dwal may roll an Investigation check if he wants to read Sanbalet's notes.
Missy climbs the unclimbed stairs in the west end of the bunkroom, which lead to a trap door in the ceiling. Cracking it open, Missy triggers the illusionary effect she detected. A loud and malevolent voice snarls, “Welcome, fools — welcome to your deaths!” Booming, fiendish laughter follows the spoken message. It sounds like Sanbalet.
The faint, small magical aura Missy detected (other than the two faint signals behind the barred door) seem to be coming from the ground floor, near the front of the house - one of the rooms Farley passed but did not enter.
Butter wanders by - he's going back upstairs to check on the horses, tend to his wounds, have something to eat, and then maybe take a little nap.