Qivys, Dwal, and Peri take a short rest on the smugglers' somewhat dirty and uncomfortable beds, while Missy disappears upstairs. All is very quiet in the house as well as below it. Seth and Farley are resting down in the sea cave; Butter is resting out by the cart.
Qivys discovers that his scale mail is what is known as "Mariner's Armor." While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface,
Peri determines that Sanbalet's pipe is a "Pipe of Remembrance". When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn.
Missy opens the door near the front of the house where she determines the magical aura must have originated from. (The ten minutes are up, so her spell is no longer active.) 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 source of the magic is not immediately obvious.
(It's the room toward the front/center of the house, west wing, with the desk under the window.)
It looks like at least two of the smaller, side drawers had been locked and pried open with a crowbar or similar tool.
The lock on the main drawer could be picked with the right tools and expertise, or force could be used. It is pretty rotten, so it wouldn't take too much force with some sort of weapon or tool.
(Ugh. Having none of that, nor being very strong if she goes back and gets one of them to help her after their short rest can she also get a short rest in the meantime?)
Missy fetches Qivys and his hammer. The first blow doesn't do much, but after a few well-aimed smashes, he manages to break off the whole front panel of its main drawer, together with its locking mechanism.
The drawer contains nothing but old, valueless documents, all written in Common — receipts for purchases of various chemicals and laboratory equipment.
But Missy feels confident that the magic she detected must have emanated from this desk or somewhere very nearby. Nevertheless, all the drawers are now open.
"What in the ever-lovin'...?"A few moments after Qivys follows Missy up the stairs, Peri hears several loud bangs followed by the sound of splintering wood. "I thought we were going to open the tempting 'Danger' door? Are you sure you want to stick with these two?" he asks Dwal. He reluctantly stows his new pipe and trudges up the steps in search of their wayward party members. "Oi! What's all the noise about? Are you tryin' to find more centipedes?" Seeing Missy holding the receipts, "Are those important evidence?"
Dwal follows Peri up to the room where Missy and Qivys are adventuring.
"Don't worry so much" he says to Peri "Things turn out as they are supposed to be. Moradin guided us to them and he has forged some sort of destiny for us as a group. No matter how long of short it may last it's Moradin's will.
"Off looking for things I see." he says as he enters the room.
(For the sake of story continuity, unless anyone objects, let's assume that everyone has had their short rest at this point, including Missy. Is that okay?)
This post has potentially manipulated dice roll results.
Missy
"There's something magic in here," Missy says idly, frowning at the documents, "unfortunately the spell ended before I could determine where or what exactly. It'd take another 10 minutes to cast the spell again, and I really just wanted this to be a quick little detour before checking out the danger door." She sighs before putting the papers in the desk and trying to quickly investigate the room and chest of draws for whatever it was she'd sensed.
This post has potentially manipulated dice roll results.
Peri:
Peri will wander across the hall to check out the unexplored room to the south while the others search this room. When he opens the door he'll give it a good look-over Perception17
Peri examines the room across the hall. It 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, covered with cobwebs, vermin droppings, and mold.
Qivys, Dwal, and Peri take a short rest on the smugglers' somewhat dirty and uncomfortable beds, while Missy disappears upstairs. All is very quiet in the house as well as below it. Seth and Farley are resting down in the sea cave; Butter is resting out by the cart.
Qivys discovers that his scale mail is what is known as "Mariner's Armor." While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface,
Peri determines that Sanbalet's pipe is a "Pipe of Remembrance". When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn.
Missy opens the door near the front of the house where she determines the magical aura must have originated from. (The ten minutes are up, so her spell is no longer active.) 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 source of the magic is not immediately obvious.
(It's the room toward the front/center of the house, west wing, with the desk under the window.)
(OC: OMG it's AquaDwarf!!!!!!)
Missy
Missy will glance in the open draws before trying the closed one.
The open drawers are empty. The closed, central drawer is locked.
(Were the two forcibly opened draws locked originally?)
It looks like at least two of the smaller, side drawers had been locked and pried open with a crowbar or similar tool.
The lock on the main drawer could be picked with the right tools and expertise, or force could be used. It is pretty rotten, so it wouldn't take too much force with some sort of weapon or tool.
(Ugh. Having none of that, nor being very strong if she goes back and gets one of them to help her after their short rest can she also get a short rest in the meantime?)
Absolutely. It would likely just delay your rest by maybe ten minutes. Nobody seems to be in a rush. Or, you could rest first.
Does anyone want to volunteer to help Missy smash open (or pick the lock on) the desk?
Qivys
"Do you need a hand lassy? Let me get that last drawer for you." Qiv lines up his hammer with the drawers lock mechanism.
Attack: 7 Damage: 8
Missy fetches Qivys and his hammer. The first blow doesn't do much, but after a few well-aimed smashes, he manages to break off the whole front panel of its main drawer, together with its locking mechanism.
The drawer contains nothing but old, valueless documents, all written in Common — receipts for purchases of various chemicals and laboratory equipment.
But Missy feels confident that the magic she detected must have emanated from this desk or somewhere very nearby. Nevertheless, all the drawers are now open.
Peri:
"What in the ever-lovin'...?" A few moments after Qivys follows Missy up the stairs, Peri hears several loud bangs followed by the sound of splintering wood. "I thought we were going to open the tempting 'Danger' door? Are you sure you want to stick with these two?" he asks Dwal. He reluctantly stows his new pipe and trudges up the steps in search of their wayward party members. "Oi! What's all the noise about? Are you tryin' to find more centipedes?" Seeing Missy holding the receipts, "Are those important evidence?"
Dwal
Dwal follows Peri up to the room where Missy and Qivys are adventuring.
"Don't worry so much" he says to Peri "Things turn out as they are supposed to be. Moradin guided us to them and he has forged some sort of destiny for us as a group. No matter how long of short it may last it's Moradin's will.
"Off looking for things I see." he says as he enters the room.
(For the sake of story continuity, unless anyone objects, let's assume that everyone has had their short rest at this point, including Missy. Is that okay?)
I'm for it
Missy
"There's something magic in here," Missy says idly, frowning at the documents, "unfortunately the spell ended before I could determine where or what exactly. It'd take another 10 minutes to cast the spell again, and I really just wanted this to be a quick little detour before checking out the danger door." She sighs before putting the papers in the desk and trying to quickly investigate the room and chest of draws for whatever it was she'd sensed.
Investigation:13
(Sounds good with me, though I wish I hadn't wasted a nat 20 on that useless roll before.)
Missy looks over the desk and surroundings, but fails to find anything that might be the source of the magic she detected earlier.
Dwal
Dwal will help Missy look for a bit then get a bite to eat.
Investigation: 10
"Sorry Lass" he says "Finding magic is not a spell I know."
Dwal searches the desk and room, but finds no signs of anything magical. Just more dust, dirt, mold, and debris.
Peri:
Peri will wander across the hall to check out the unexplored room to the south while the others search this room. When he opens the door he'll give it a good look-over Perception 17
Peri examines the room across the hall. It 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, covered with cobwebs, vermin droppings, and mold.