OOC: As I understand it, we're as low as we can get unless we figure out how to open the slab. There's the floor of the tower's basement, which has been broken open or moved aside. The dirt underneath has been dug up and piled. At the bottom of that hole is a 10x10 slab which has glyphs around it and a hand print indentation on it. The severed rope would indicate the slab has been moved so someone could climb through/down, but it is closed now. There are also coils of rope near the slab.
For good measure, Sylyra examines the coils of rope and then pours a little water from his waterskin to see if it seeps down through the cracks around the slab, or if it pools.
This was the case when break in was justified. Ola tried to force the door open. Should it fail, she would ask Arnald to try, helping him (as in Help action).
Arnald watches Ola work on the door. If she unsuccessful he will take a shot at forcing it open.
OOC: Sylyra is correct, this slab is at the bottom of the opening, there's no other opening to go down into.
Sylyra pours water down onto the slab. It pools atop the slab for a moment, slowly being absorbed by the dirt around it.
______________________________
ZELRA:
The old wood bends and breaks easily for your crowbar, leaving an opening wide enough for you to move through.
You find yourself in a well-maintained shrine. A beautiful gray statue of a one-handed blind god stands at the end of the room, and at its feet is a small stone altar with an odd looking brass scale. Two dusty cabinets sit at the altar's sides.
A beautiful reading desk of purple wood fills most of the remaining space, holding a solitary book on its surface.
_____________________________
ARNALD & OLA:
Ola STR:6 Arnald STR (Advantage-Help): 14
The thick wood of the door tosses Ola backward like the force was nothing, almost sending her spiraling down the staircase, but Arnald is there to steady her, then taking his place next to her. Together, they both slam into the door, but it resists every attempted shove and kick.
"Hmm.... looks like we need a new approach. I wonder if Sly can open it?"
Arnald snaps his fingers as he makes Sly appear (because he thinks it looks cool). He holds out his arm for Sly to land on and, for Ola's benefit, verbally commands Sly, "Ok, I'm going to dismiss you and then summon you about six feet away so that you'll be on the other side of the door. See if you can open it for us. If you can't, tell me what you see and then I'll bring you back."
With that Arnald dismisses and re-summons Sly, then looks to Ola, "Fingers crossed, I suppose. Or prayers prayed in your case."
Sly's perception: 13 OOC: just fyi in case anyone's wondering: As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
"Well damn. Not what I expected." Zelra takes out the drawing of a shrine she found before and compares it to the shrine she's found. Regardless of whether its the same one or not, she'll look around the room, examining the statue and seeing if she can recognise the god before checking out the cabinets and then the solitary book.
"I hope he can do it! Or may be there is a way around for him? An open window? If there are windows there - beacons are supposed to be seen from any direction, they have to be on the open." She bit her lip impatiently and nervously. "I am beginning to suspect the worst - dead guards behind this door or something as horrible. If Sly can not do it, we have to try to break the door again".
Sylyra makes a little humming noise of frustration. He looks around at the equipment left behind. What pieces are there? Anything that might could be used to pry open the slab?
This post has potentially manipulated dice roll results.
SYLYRA & URAGUM:
Other than the coils of rope, what Sylyra finds are basic shovels and pickaxes. The hole is fairly deep, and with the weight of the surrounding earth and the tower above you, removing this slab with these tools would require quite a bit of excess resources; cranes, pulleys, and a crew to go with it.
_______________________________
ZELRA:
Religion: 4
The sketch does share similar symbolism to this statue, but the drawing is crude, making it difficult to determine whether it is the same shrine. Whoever it represents is unfamiliar to you.
Both of the cabinets surrounding the shrine are filled with books and scrolls. From a glance, most of them are about law, history, and philosophy.
The book on the desk is a journal, one lacking any easy reference points. There are no dates, just random notes all over the page, including sentences in the margins. It seems more like a collection of thoughts and notes than an actual journal. The handwriting is decent, however.
_______________________________
ARNALD & OLA:
OOC: Just a quick note, the previous checks reflect the sum of your attempts to break down the door, not a single occurrence. Without a significant change to the situation, this door is too thick and sturdy for Arnald and Ola.
After a moment, Arnald's eyes roll to the back of his head as he gazes through the eyes of Sly.
For Arnald:
Sly is able to reappear on the opposite side of this door from you. The room beyond is a balcony that wraps around the lighthouse, providing an excellent view of the surrounding area, including the rest of Thorn Island and the city of Phlan. In the center of the room, a ladder leads to a higher room.
"Is there nothing else to be done with this?" Sylyra asks Uragum rather accusingly. He re-enters the hole grudgingly and places his own hand in the indention.
When you said the glyphs shown with the light of the flame, was that a typical reaction? Or did they appear to be reacting to the fire?
Arnald dismisses Sly and then turns to Ola, "The other side of the door appears to be a balcony that wraps around the lighthouse. There's also a ladder that goes further up. But Sly can't open the door. We're either going to have to find a key or get more help it seems. Unless you have any other ideas?"
OOC: How much time does Zelra wish to spend reading through the journal? Gleaning useful information out of the scattered thoughts of the journal could take hours to fully sort through.
(Ah, if that's the case, she'll just take the book and put it away for now. She'll check out the cabinets, won't go to thoroughly through them but a quick flick through each of the books to see what they're about. Also, while we're here, what would Zelra know about Tyr?)
"At least there are no dead guards in there," Ola was actually relieved the worst suspicion did not come through. "But if they are not there - they left on their own volition and most likely took the key with them." She bit her lip in deep thought. "Do you know how Zelra opens the locks? We can wait for her here, of course, but may be you can try, while we are waiting? I have a hairpin, if it helps."
//If for any reason you forbid Ola to have hairpins, there are splinters in the healing kit//
"Well, the stone slab is magic and my guess is there is some process, with the hand print, to move it. Maybe it needs a catalyst of some sort to activate it as well. An object, a material or specific words? I cant identify what though... Based on the ropes, someone has done it recently. Maybe they left hints or notes somewhere?" Uragum says.
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OOC: As I understand it, we're as low as we can get unless we figure out how to open the slab. There's the floor of the tower's basement, which has been broken open or moved aside. The dirt underneath has been dug up and piled. At the bottom of that hole is a 10x10 slab which has glyphs around it and a hand print indentation on it. The severed rope would indicate the slab has been moved so someone could climb through/down, but it is closed now. There are also coils of rope near the slab.
For good measure, Sylyra examines the coils of rope and then pours a little water from his waterskin to see if it seeps down through the cracks around the slab, or if it pools.
Arnald watches Ola work on the door. If she unsuccessful he will take a shot at forcing it open.
Campaigns:
DM - Waterdeep Dragon Heist PbP
SYLYRA & URAGUM:
OOC: Sylyra is correct, this slab is at the bottom of the opening, there's no other opening to go down into.
Sylyra pours water down onto the slab. It pools atop the slab for a moment, slowly being absorbed by the dirt around it.
______________________________
ZELRA:
The old wood bends and breaks easily for your crowbar, leaving an opening wide enough for you to move through.
You find yourself in a well-maintained shrine. A beautiful gray statue of a one-handed blind god stands at the end of the room, and at its feet is a small stone altar with an odd looking brass scale. Two dusty cabinets sit at the altar's sides.
A beautiful reading desk of purple wood fills most of the remaining space, holding a solitary book on its surface.
_____________________________
ARNALD & OLA:
Ola STR: 6
Arnald STR (Advantage-Help): 14
The thick wood of the door tosses Ola backward like the force was nothing, almost sending her spiraling down the staircase, but Arnald is there to steady her, then taking his place next to her. Together, they both slam into the door, but it resists every attempted shove and kick.
See my profile for all my PbP threads!
"Hmm.... looks like we need a new approach. I wonder if Sly can open it?"
Arnald snaps his fingers as he makes Sly appear (because he thinks it looks cool). He holds out his arm for Sly to land on and, for Ola's benefit, verbally commands Sly, "Ok, I'm going to dismiss you and then summon you about six feet away so that you'll be on the other side of the door. See if you can open it for us. If you can't, tell me what you see and then I'll bring you back."
With that Arnald dismisses and re-summons Sly, then looks to Ola, "Fingers crossed, I suppose. Or prayers prayed in your case."
Sly's perception: 13
OOC: just fyi in case anyone's wondering:
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
Campaigns:
DM - Waterdeep Dragon Heist PbP
"Well damn. Not what I expected." Zelra takes out the drawing of a shrine she found before and compares it to the shrine she's found. Regardless of whether its the same one or not, she'll look around the room, examining the statue and seeing if she can recognise the god before checking out the cabinets and then the solitary book.
"I hope he can do it! Or may be there is a way around for him? An open window? If there are windows there - beacons are supposed to be seen from any direction, they have to be on the open." She bit her lip impatiently and nervously. "I am beginning to suspect the worst - dead guards behind this door or something as horrible. If Sly can not do it, we have to try to break the door again".
Meili Liang Lvl 5 Monk
Dice
"Maybe my hand is too big? Maybe it needs blood? Hard to say. Maybe you want to try with a smaller hand?" He says shrugging.
Sylyra makes a little humming noise of frustration. He looks around at the equipment left behind. What pieces are there? Anything that might could be used to pry open the slab?
SYLYRA & URAGUM:
Other than the coils of rope, what Sylyra finds are basic shovels and pickaxes. The hole is fairly deep, and with the weight of the surrounding earth and the tower above you, removing this slab with these tools would require quite a bit of excess resources; cranes, pulleys, and a crew to go with it.
_______________________________
ZELRA:
Religion: 4
The sketch does share similar symbolism to this statue, but the drawing is crude, making it difficult to determine whether it is the same shrine. Whoever it represents is unfamiliar to you.
Both of the cabinets surrounding the shrine are filled with books and scrolls. From a glance, most of them are about law, history, and philosophy.
The book on the desk is a journal, one lacking any easy reference points. There are no dates, just random notes all over the page, including sentences in the margins. It seems more like a collection of thoughts and notes than an actual journal. The handwriting is decent, however.
_______________________________
ARNALD & OLA:
OOC: Just a quick note, the previous checks reflect the sum of your attempts to break down the door, not a single occurrence. Without a significant change to the situation, this door is too thick and sturdy for Arnald and Ola.
After a moment, Arnald's eyes roll to the back of his head as he gazes through the eyes of Sly.
For Arnald:
Sly is able to reappear on the opposite side of this door from you. The room beyond is a balcony that wraps around the lighthouse, providing an excellent view of the surrounding area, including the rest of Thorn Island and the city of Phlan. In the center of the room, a ladder leads to a higher room.
See my profile for all my PbP threads!
OOC: Is Sly able to open the door or see what's holding it closed?
Campaigns:
DM - Waterdeep Dragon Heist PbP
OOC: It appears to be a simple lock, there is nothing barricading it on the other side. Sly is unable to open it.
See my profile for all my PbP threads!
"Is there nothing else to be done with this?" Sylyra asks Uragum rather accusingly. He re-enters the hole grudgingly and places his own hand in the indention.
When you said the glyphs shown with the light of the flame, was that a typical reaction? Or did they appear to be reacting to the fire?
Sylyra's hand fits within the imprint, but the slab does not react to his touch.
OOC: Just a typical reaction of the stone being lit by the flame.
See my profile for all my PbP threads!
The elf picks his hand up and puts it back into the indentation. He does this a couple more times before looking up at the goliath. "Nothing!"
Arnald dismisses Sly and then turns to Ola, "The other side of the door appears to be a balcony that wraps around the lighthouse. There's also a ladder that goes further up. But Sly can't open the door. We're either going to have to find a key or get more help it seems. Unless you have any other ideas?"
Campaigns:
DM - Waterdeep Dragon Heist PbP
Zelra sits on the reading desk and picks up the journal to give it a more thorough read.
OOC: How much time does Zelra wish to spend reading through the journal? Gleaning useful information out of the scattered thoughts of the journal could take hours to fully sort through.
See my profile for all my PbP threads!
(Ah, if that's the case, she'll just take the book and put it away for now. She'll check out the cabinets, won't go to thoroughly through them but a quick flick through each of the books to see what they're about. Also, while we're here, what would Zelra know about Tyr?)
"At least there are no dead guards in there," Ola was actually relieved the worst suspicion did not come through. "But if they are not there - they left on their own volition and most likely took the key with them." She bit her lip in deep thought. "Do you know how Zelra opens the locks? We can wait for her here, of course, but may be you can try, while we are waiting? I have a hairpin, if it helps."
//If for any reason you forbid Ola to have hairpins, there are splinters in the healing kit//
Meili Liang Lvl 5 Monk
Dice
"Well, the stone slab is magic and my guess is there is some process, with the hand print, to move it. Maybe it needs a catalyst of some sort to activate it as well. An object, a material or specific words? I cant identify what though... Based on the ropes, someone has done it recently. Maybe they left hints or notes somewhere?" Uragum says.