OOC: The site is indeed having problems, I will hold off on advancing until it resolves as I'm not able to make edits, do rolls, etc, reliably. Feel free to discuss and plan, RP, etc, where to go next. The gold will require work to refine, but based on rough appraisal there is 6,000 GP worth in this room, far too heavy in its current unrefined state to easily take anywhere, of course.
"I survived Brother Quan's cooking, surely a little potion will not harm me."
As the mechanically inclined work on the locks, Ilecerys takes a seat and takes a small taste to identify the potions.
4 are potions of Vigor Restoration, they restore one level of exhaustion, as a long rest, and could substitute for a night's sleep alternatively, but they do not offer other benefits such as spells or class features restored with a Long Rest, only preventing exhaustion. The other 4 are Potions of Greater Healing, that heal 4d4+4 HP.
Once the double locked door is open, seeing the footprints on the floor, and knowing about the arcane symbol on the lock/door, Taraven will cast See the Arcane to check the room for any arcane magic.
For the duration of this spell, the caster can see the glow of Arcane Magic around objects or effects that they have a line of sight on and are within 30 feet. This ability to see the glow of Arcane Magic also gives the caster Advantage in perceiving objects or creatures that have been made invisible by means of Arcane Magic, or are affected by Arcane spell effects (e.g. Mage Armor) and are trying to hide, or are hidden by non-magical darkness (The effect of this is to negate the normal Disadvantage caused by the condition).
[OOC: Taraven, Has the DM agreed to this cantrip? He might not as it is subtly powerful in certain situations. This is a cantrip I developed to use in my own campaign setting and made publicly available on the D&D Beyond site for other people's interest. It is not from the PHB, which I believe was one of the DM's stipulations for character development. I suspect that you gained access to it during character development because Izraal is a player in another PBP run by myself where I have made all my D&D Beyond content available to my players.]
Rollback Post to RevisionRollBack
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Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist) Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon. The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.
[OOC: It's up to the DM, but I'm chuffed that you liked it enough to pick it. In the campaign world it comes from it represents a natural ability possessed by arcane spell casters. It is nowhere near as good as Detect Magic, but also doesn't cost a spell slot to use and can give them a very different view on the world, which was the intent.]
Rollback Post to RevisionRollBack
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Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist) Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon. The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.
OOC: Oohhh idk then. I think I used it before. But I guess I can change that cantrip out if it isn't allowed
I am fine with it. It’s always been a shame that some sort of magic detection wasn’t a cantrip or an innate feature of arcane casters, just remind me of its function as it comes up.
Taraven’s survey of the room for arcane magic residue finds only the remnants of the defense mechanism on the door bolt and the arcane lock on the locks. The magic at work here, and in this mine, is largely Divine in nature, evidently originating from the power of The Keeper, one of the Dark Six pantheon.
As the second lock clatters to the ground, Galtheon grunts in satisfaction.
He turns to Nanoc and frowns a little, "Thanks for the help lad...I..."
He glances at the group, then pauses as he puts the tools away, "...Nevermind. Not bad for an amateur."
(( At evans comment about his ability to abjure the undead ))
Galtheon frowns, "There's still four of those ghosts running around. Meeting them at the wrong time -- at any time for that matter -- could be difficult without your skill."
(( When Okkar comments on having out own time table, in the same conversation: ))
"Aye. Slow and careful. We got this far, lets not mess it up with poor preparation."
“Refining this ore, or moving it, would be massive undertakings,” Okkar says. “It’s yours, I have no plans to go back on my bargain. But we had best worry about refining and transporting it after we clear the source of this curse from the mine. It would take a team of miners with proper equipment the better part of a week to refine this much ore, and they would likely have used wagons led by teams of horses or mules to transport it.”
OOC: Do we know which wall the other stone ghosts went through? I feel like we should go with Evan to deal with the chapel so we can "secure" the east hallway. Like go section by section in a way.
"I survived Brother Quan's cooking, surely a little potion will not harm me."
As the mechanically inclined work on the locks, Ilecerys takes a seat and takes a small taste to identify the potions.
OOC: The site is indeed having problems, I will hold off on advancing until it resolves as I'm not able to make edits, do rolls, etc, reliably. Feel free to discuss and plan, RP, etc, where to go next. The gold will require work to refine, but based on rough appraisal there is 6,000 GP worth in this room, far too heavy in its current unrefined state to easily take anywhere, of course.
4 are potions of Vigor Restoration, they restore one level of exhaustion, as a long rest, and could substitute for a night's sleep alternatively, but they do not offer other benefits such as spells or class features restored with a Long Rest, only preventing exhaustion. The other 4 are Potions of Greater Healing, that heal 4d4+4 HP.
Once the double locked door is open, seeing the footprints on the floor, and knowing about the arcane symbol on the lock/door, Taraven will cast See the Arcane to check the room for any arcane magic.
For the duration of this spell, the caster can see the glow of Arcane Magic around objects or effects that they have a line of sight on and are within 30 feet. This ability to see the glow of Arcane Magic also gives the caster Advantage in perceiving objects or creatures that have been made invisible by means of Arcane Magic, or are affected by Arcane spell effects (e.g. Mage Armor) and are trying to hide, or are hidden by non-magical darkness (The effect of this is to negate the normal Disadvantage caused by the condition).
[OOC: Taraven, Has the DM agreed to this cantrip? He might not as it is subtly powerful in certain situations. This is a cantrip I developed to use in my own campaign setting and made publicly available on the D&D Beyond site for other people's interest. It is not from the PHB, which I believe was one of the DM's stipulations for character development. I suspect that you gained access to it during character development because Izraal is a player in another PBP run by myself where I have made all my D&D Beyond content available to my players.]
---
Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist)
Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon.
The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.
OOC: Oohhh idk then. I think I used it before. But I guess I can change that cantrip out if it isn't allowed
[OOC: It's up to the DM, but I'm chuffed that you liked it enough to pick it. In the campaign world it comes from it represents a natural ability possessed by arcane spell casters. It is nowhere near as good as Detect Magic, but also doesn't cost a spell slot to use and can give them a very different view on the world, which was the intent.]
---
Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist)
Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon.
The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.
Evan;
“Do we want to wheel the ore out of the mine to work on it outside?” asks Evan, thinking that they might want to do that before lunch.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"Should we refine the ore now or come back to it after? How long would it take for us to do it?"
Evan:
”In any case, I am ready to brave the defiled chapel,” says Evan, “Unless we need to address something else first.”
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
I am fine with it. It’s always been a shame that some sort of magic detection wasn’t a cantrip or an innate feature of arcane casters, just remind me of its function as it comes up.
Taraven’s survey of the room for arcane magic residue finds only the remnants of the defense mechanism on the door bolt and the arcane lock on the locks. The magic at work here, and in this mine, is largely Divine in nature, evidently originating from the power of The Keeper, one of the Dark Six pantheon.
As the second lock clatters to the ground, Galtheon grunts in satisfaction.
He turns to Nanoc and frowns a little, "Thanks for the help lad...I..."
He glances at the group, then pauses as he puts the tools away, "...Nevermind. Not bad for an amateur."
(( At evans comment about his ability to abjure the undead ))
Galtheon frowns, "There's still four of those ghosts running around. Meeting them at the wrong time -- at any time for that matter -- could be difficult without your skill."
(( When Okkar comments on having out own time table, in the same conversation: ))
"Aye. Slow and careful. We got this far, lets not mess it up with poor preparation."
“Refining this ore, or moving it, would be massive undertakings,” Okkar says. “It’s yours, I have no plans to go back on my bargain. But we had best worry about refining and transporting it after we clear the source of this curse from the mine. It would take a team of miners with proper equipment the better part of a week to refine this much ore, and they would likely have used wagons led by teams of horses or mules to transport it.”
OOC: Do we know which wall the other stone ghosts went through? I feel like we should go with Evan to deal with the chapel so we can "secure" the east hallway. Like go section by section in a way.
(( Loot post updated. 6 more GP each ))
Galtheon nods, "Yes. One thing at a time" he says, as he glances with distaste into the chappel.
He points into the room. "Looks like your job, priest. Anything you can do?"
(( ooc: iirc it's just time and perhaps finding the root of the problem that will fix the temple? ))
Evan:
Nodding grimly, Evan starts a magical spell of protection ( Protection from Evil and Good ) and uses his mace to push (or pull perhaps) the door open.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
[OOC: Can I assume that Galtheon brought Nanoc's knife back?]
---
Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist)
Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon.
The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.
Taraven follows 10ft behind Evan and reminds anyone that follows, "Evan said not to touch anything."
I think that is a safe assumption.