Rosie speaks up: "I can try to see if there is any magic in or on the chest."
And then she spends about 10 minutes to ritually cast Detect Magic.
"I don't detect any magic coming from the chest. I don't know about conventional traps or poisons though."
OOC:
From all of your passive Perception, no one notices anything that would suggest a trap on the chest. Anyone can make a Perception to look for traps on the chest though. With advantage if another person is helping.
So a little gun shy from the last chest, Umbriel hesitatingly opens the chest. Inside you find moldy leather pouches containing a total of 1000 copper, 200 silver and 120 gold.
Splitting up the coin, Umbriel disburses 20 gold, 33 silver, and 165 copper to each member of the party. He gives 5 copper to Droop, and places the remaining 2 silver and 5 copper in the cart for the party fund.
He then stands about 20 feet away from the building with more secure doors and muses out loud to anyone within earshot, "I'd be willing to bet the druid we came looking for lives in there. looks to be in decent shape. Before we go barging in, we should probably knock and say hello like polite folk."
Letting the fire burn down by itself Lyngheid asked Whistler if he needed any help and commended Droop on his bravery, then she took the horses lead and moved on a little, peeking into the building the dead had spilled out from...
Splitting up the coin, Umbriel disburses 20 gold, 33 silver, and 165 copper to each member of the party. He gives 5 copper to Droop, and places the remaining 2 silver and 5 copper in the cart for the party fund.
Droop happily takes the copper and deposits them in his ball bearing purse.
Letting the fire burn down by itself Lyngheid asked Whistler if he needed any help and commended Droop on his bravery, then she took the horses lead and moved on a little, peeking into the building the dead had spilled out from...
You can tell this definitely used to be a tavern/brewery. A bar and serving tables are set up and giant, empty vats are in the other room where the brew was made.
Umbriel will go back and retrieve Droop and Pale, and suggest to Whistler that they move a little farther into town. "I'd like to have a rallying point that isn't quite so much on the outskirts of this town - it looks like it may be fairly sizable."
He'll suggest they move up to about AC28 or so, near that fork in the road. From there, if we all gather up, we can decide where to go next.
"Be on your guard, though - no telling how many more of those zombie ash holes we may find."
Umbriel clears his throat and steps forward. "Good day, sir. We are looking for Reidoth, whom we are told inhabits these parts. We need his help, and are willing to provide gold or services to enlist his aid in our search. Do you know of any by that name in or around this area?"
"Qelline Alderleaf did. Her son Carp helped us find and root out a nest of bandits near her farm, and she recommended we seek out her friend Reidoth for help in our continuing search."
Rosie speaks up: "I can try to see if there is any magic in or on the chest."
And then she spends about 10 minutes to ritually cast Detect Magic.
"I don't detect any magic coming from the chest. I don't know about conventional traps or poisons though."
OOC:
From all of your passive Perception, no one notices anything that would suggest a trap on the chest. Anyone can make a Perception to look for traps on the chest though. With advantage if another person is helping.
Umbriel will take an active look at the chest. Perception: 4
Whistler stays with the wagon, waiting for the others to search the area.
Whistler - Lost Mines of Phandelver [Lvl 8 Barbarian] | Cinta Yuliani Lestari - My Island Home [Lvl 3 Fighter] | Shalana - Allansia Wildlands [Lvl 4 Monk] | Roger Durant - Storm King's Thunder [Lvl 8 Monster Hunter] | Rotthran - The Waterdeep Heist [Lvl 5 Thief]
You don't see any sign of traps. Looks like an old chest with lots of ash dust. No locks, nothing special.
Wincing a little bit in anticipation, Umbriel opens the chest to see what's inside.
So a little gun shy from the last chest, Umbriel hesitatingly opens the chest. Inside you find moldy leather pouches containing a total of 1000 copper, 200 silver and 120 gold.
Splitting up the coin, Umbriel disburses 20 gold, 33 silver, and 165 copper to each member of the party. He gives 5 copper to Droop, and places the remaining 2 silver and 5 copper in the cart for the party fund.
He then stands about 20 feet away from the building with more secure doors and muses out loud to anyone within earshot, "I'd be willing to bet the druid we came looking for lives in there. looks to be in decent shape. Before we go barging in, we should probably knock and say hello like polite folk."
Letting the fire burn down by itself Lyngheid asked Whistler if he needed any help and commended Droop on his bravery, then she took the horses lead and moved on a little, peeking into the building the dead had spilled out from...
Irenaina will follow behind Lyngheid and peak inside of the building as well.
I have an intelligence of six, I know what I'm doing.
Droop happily takes the copper and deposits them in his ball bearing purse.
You can tell this definitely used to be a tavern/brewery. A bar and serving tables are set up and giant, empty vats are in the other room where the brew was made.
Umbriel will go back and retrieve Droop and Pale, and suggest to Whistler that they move a little farther into town. "I'd like to have a rallying point that isn't quite so much on the outskirts of this town - it looks like it may be fairly sizable."
He'll suggest they move up to about AC28 or so, near that fork in the road. From there, if we all gather up, we can decide where to go next.
"Be on your guard, though - no telling how many more of those zombie ash holes we may find."
The party gathers around the intersection, leaving the putrid smell of burning zombies and evil bushes behind.
Baeshra will point to the intact, sturdy looking cabin he’d seen, “Do we want to check that out first?”
Lyngheid nodded, " Do we knock?"
Ireniana nods. "Yes, let's knock in case someone is home."
I have an intelligence of six, I know what I'm doing.
The party approaches the cabin and knocks on the door.
Nothing happens.
And then it opens about a third of the way and a gaunt, white-bearded, human looks out.
"Hello."
Umbriel clears his throat and steps forward. "Good day, sir. We are looking for Reidoth, whom we are told inhabits these parts. We need his help, and are willing to provide gold or services to enlist his aid in our search. Do you know of any by that name in or around this area?"
"Might. Who told you that?"
"Qelline Alderleaf did. Her son Carp helped us find and root out a nest of bandits near her farm, and she recommended we seek out her friend Reidoth for help in our continuing search."
He visibly brightens at the mention of Qelline.
"Oh! Qelline sent you. Reidoth, that's me."
He looks back into the house. "Wait, please."
He disappears for a couple of minutes and comes back with a tray of food and pitchers, but makes sure the door closes behind him.
"Time for a late lunch. Join me and tell me how Qelline is doing, and about your search?"