OOC: The party will return to the treasury. We will enter the room and each of us will do a general search using Perception and/or Investigation. After we get the results, we'll do a few more things.
The party spends an hour searching the treasury, and Alianna finds a Clockwork Amulet.
OOC: Do you guys want to keep searching, or will you head somewhere else? If you decide to keep the Amulet, add it to one character's inventory (it should be on DnD Beyond, but tell me if you need item description).
OOC: The only path up is the well-trod one going to the guardhouse. To get to the other cave entrances, you have to climb.
OOC: Is Meep still with us? If so, we ask him/her/it to go around the room and smell things. We're interested in things that don't smell right somehow: a club that doesn't smell like wood, a metal gizmo that doesn't smell metallic, a pile of gizmos that smell like a gibbering mouther. That sort. Maybe some slime or saliva in a room where such would be unexpected.
OOC: You're still in the treasury, which is within 30 feet of the workshop, right?
Meep answers you in Dabbledob's voice. She explains that she is using the familiar's senses to hear and see you, and using the Minor Illusion cantrip to project her voice. She warns that she will not be able to communicate this way once you're too far from the workshop.
She says Meep's keen sense of smell notices nothing out of the ordinary in the room.
The gnomes tell Alianna she can take anything she wants.
"Everyone knows that the fun is in building a magic item," Dabbledob says. "Once it's done, it just takes up space. You'll be doing us a favor by reducing the clutter."
Alianna thanks the gnomes and wears the amulet. She also asks the gnomes if the have anything else here that might help with the investigation-- something that could detect and identify races (or at the very least, identify non-gnomes- like a magical DNA test), a lie detector, or something that disrupts concentration in an area.
She also asks if they have suggestions on how to get past the crossbow room-- since she and companions are larger and easier targets than the nimbler gnomes, who can just dash across the room.
The gnomes say the party is free to search. They invented a machine that would catalogue all their inventions and magical creations, but this machine ended up eating all the records, so the gnomes have no idea what's in the treasury anymore. The party can spend another hour sorting through the items if they'd like ...
OOC - Think of this as the bin in the Lego store -- it's not just about finding something useful. In all likelihood the useful thing is broken, so you have to search for a part or piece that fits.
OOC - Youse folk might want to check out the Clockwork Amulet. It's useful for any character who'd prefer to have a 10 once a day -- since you're sure that'll give you a good chance of hitting or succeeding -- rather than risk a roll of the dice.
The floor of this cave is strewn with the remnants of old campfires. Four side caves serve as sleeping areas, with five small wooden cots crammed into each one. Meep introduces the eight gnomes in the cave by writing their names in the campfire ashes. There are four females -- Caramip, Jabby, Nyx, and Quippy -- and four males -- Anverth, Delebean, Pallabar, and Zook.
OOC - Who's going back with Lathalas? Are we splitting the party?
When we reach G12, we'll either have Mithrokk or Farnakees do the talking. We want to keep the gnomes calm.
We inform Fibblestib and Dabbledob through Meep to let their comrades know that we are on a mission from the Kings and their cooperation is much appreciated.
We ask for permission if we may search their sleeping quarters and general room.
We also ask them if they have noticed anything unusual since the disappearances started happening. Any unusual or out of the ordinary sounds or occurrences.
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OOC: When you say we have to climb 30feet, there is no path up?
Farnakees asks the guards: "How did she get that way?"
OOC: The party will return to the treasury. We will enter the room and each of us will do a general search using Perception and/or Investigation. After we get the results, we'll do a few more things.
OOC: That was described in an earlier post, I think.
OOC: So you return to the treasury. The others can make Investigation or Perception checks, but not Rastaris and Lathalas.
Farnakees Investigation: 9
Alianna Investigation: 20
Investigation: 5
The party spends an hour searching the treasury, and Alianna finds a Clockwork Amulet.
OOC: Do you guys want to keep searching, or will you head somewhere else? If you decide to keep the Amulet, add it to one character's inventory (it should be on DnD Beyond, but tell me if you need item description).
OOC: The only path up is the well-trod one going to the guardhouse. To get to the other cave entrances, you have to climb.
OOC: Is Meep still with us? If so, we ask him/her/it to go around the room and smell things. We're interested in things that don't smell right somehow: a club that doesn't smell like wood, a metal gizmo that doesn't smell metallic, a pile of gizmos that smell like a gibbering mouther. That sort. Maybe some slime or saliva in a room where such would be unexpected.
Since Lathalas promised the gnomes we wouldn't take anything from the Treasury, Alianna decides not to take it without asking the gnomes first.
She says to D&F, "I've never seen anything quite like this amulet before. Would it be alright if I used it to help find the missing gnomes?"
OOC: You're still in the treasury, which is within 30 feet of the workshop, right?
Meep answers you in Dabbledob's voice. She explains that she is using the familiar's senses to hear and see you, and using the Minor Illusion cantrip to project her voice. She warns that she will not be able to communicate this way once you're too far from the workshop.
She says Meep's keen sense of smell notices nothing out of the ordinary in the room.
OOC: Did anyone pocket the Clockwork Amulet?
OOC: Alianna didn't pocket it but she asked if she could use it. #1617
The gnomes tell Alianna she can take anything she wants.
"Everyone knows that the fun is in building a magic item," Dabbledob says. "Once it's done, it just takes up space. You'll be doing us a favor by reducing the clutter."
Alianna thanks the gnomes and wears the amulet. She also asks the gnomes if the have anything else here that might help with the investigation-- something that could detect and identify races (or at the very least, identify non-gnomes- like a magical DNA test), a lie detector, or something that disrupts concentration in an area.
She also asks if they have suggestions on how to get past the crossbow room-- since she and companions are larger and easier targets than the nimbler gnomes, who can just dash across the room.
The gnomes say the party is free to search. They invented a machine that would catalogue all their inventions and magical creations, but this machine ended up eating all the records, so the gnomes have no idea what's in the treasury anymore. The party can spend another hour sorting through the items if they'd like ...
OOC - Think of this as the bin in the Lego store -- it's not just about finding something useful. In all likelihood the useful thing is broken, so you have to search for a part or piece that fits.
OOC - Youse folk might want to check out the Clockwork Amulet. It's useful for any character who'd prefer to have a 10 once a day -- since you're sure that'll give you a good chance of hitting or succeeding -- rather than risk a roll of the dice.
Rastaris makes a note that a more thorough search of the room is in order after emergency has passed.
If the group is already finished with the room, Rastaris suggests that we lock the door and proceed to the next room.
OOC - You proceed to ...
OOC: If there are no objections from anyone - G12 (Sleeping Quarters)
OOC: Yes, G12 sounds good to me.
When we reach G12, we'll either have Mithrokk or Farnakees do the talking. We want to keep the gnomes calm.
We inform Fibblestib and Dabbledob through Meep to let their comrades know that we are on a mission from the Kings and their cooperation is much appreciated.
We ask for permission if we may search their sleeping quarters and general room.
We also ask them if they have noticed anything unusual since the disappearances started happening. Any unusual or out of the ordinary sounds or occurrences.