Silenus will do what he did before (post #5579). The doppleganger's aren't stabbing at him so he's not currently worried about them and he's very curious what the floating eye guy is all about. He will approach the eye again, offering out his great axe.
Following the guidance of the spherical monster, Silenus hefts his great axe bathing in the green flame for a couple minutes.
This floating guide stares at the axe. "I do not believe this is your fault, but the enchantment will only last three hours."
"It used to be the enchantment lasted well over a few centuries."
((The axe is now a +1 weapon. When attuned, the axe glows as bright as a torch when its wielder commands. While glowing, it deals an extra 2d6 radiant damage to Undead creatures. When the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of the wielder until the end of your next turn. The time starts when attuned.))
Silenus, make a DC 15 Charisma (Deception) check to see if this guardian accepts the story you gave it, enough to leave the room, you may roll with advantage.
This post has potentially manipulated dice roll results.
Although tempted, Rinn doesn't enchant his bow (his dagger wouldn't work as it is already magic), but instead watches the doppelgangers intently throughout the process (Perception: 24).
Once Jasmine finishes her daggers, the entity says, "The enchantment will last five hours."
((The daggers are now +1 weapons. When attuned, the dagger glows as bright as a torch when its wielder commands. While glowing, it deals an extra 2d6 radiant damage to Undead creatures. When the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of the wielder until the end of your next turn. The time starts when attuned.))
There are undamaged notes and journals in a small area where the entity, a spectator, according to one journal, was initially hovering. Apparently, it had been summoned and contracted by a wizard for a hundred one years and a lot about a rival coworker wizard named Mormesk.
With Rinn's passive INT 16 & passive WIS 17, Rinn is fairly certain the spectator will not return. With what Silenus shared and the documents around, leaving the room, has likely completed its contract.
This post has potentially manipulated dice roll results.
Rinn shares his thoughts about the spectator's contract. With the door not budging (my guess based on the strength check), Rinn looks at the hinges of the door. Do they look old and worn? Specifically, would they corrode and break easier if he poured acid over them?
Silenus will do what he did before (post #5579). The doppleganger's aren't stabbing at him so he's not currently worried about them and he's very curious what the floating eye guy is all about. He will approach the eye again, offering out his great axe.
Rinn is still dubious, so will hang back a little, watching the doppelgangers very closely.
Following the guidance of the spherical monster, Silenus hefts his great axe bathing in the green flame for a couple minutes.
This floating guide stares at the axe. "I do not believe this is your fault, but the enchantment will only last three hours."
"It used to be the enchantment lasted well over a few centuries."
((The axe is now a +1 weapon. When attuned, the axe glows as bright as a torch when its wielder commands. While glowing, it deals an extra 2d6 radiant damage to Undead creatures. When the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of the wielder until the end of your next turn. The time starts when attuned.))
Silenus, make a DC 15 Charisma (Deception) check to see if this guardian accepts the story you gave it, enough to leave the room, you may roll with advantage.
Jasmine steps forward with Olsihla's daggers.
In Sylvan, "How about these?"
In everyone's heads, "Yes, of course."
And the entity starts walking her through the same process.
Silenus Deception: 17
(Silenus will need to attune to the axe first, correct? Then the three hours starts? And attunement requires a short rest, yes?)
Although tempted, Rinn doesn't enchant his bow (his dagger wouldn't work as it is already magic), but instead watches the doppelgangers intently throughout the process (Perception: 24).
(( Correct. The +1 stays beyond the time limit. ))
Once Jasmine finishes her daggers, the entity says, "The enchantment will last five hours."
((The daggers are now +1 weapons. When attuned, the dagger glows as bright as a torch when its wielder commands. While glowing, it deals an extra 2d6 radiant damage to Undead creatures. When the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of the wielder until the end of your next turn. The time starts when attuned.))
You all hear in your head, "Very good, very good. I will be in the wave cavern."
"Be sure that pesky Wizard doesn't damage the braiser."
Baring any disruption, the entity leaves the room through the north room and continues north into the wave cavern.
Silenus looks around.
”I don’t think eyeball dude will be gone long. He’ll figure out no one is over there. Wonder what wizard he was talking about?”
Silenus searches through the room for anything of interest or for signs of a wizard.
There are undamaged notes and journals in a small area where the entity, a spectator, according to one journal, was initially hovering. Apparently, it had been summoned and contracted by a wizard for a hundred one years and a lot about a rival coworker wizard named Mormesk.
"Whoa, has eyeball dude been hanging out here for a hundred years?" Silenus says, showing the others the notes and journals.
Silenus look for any other doorways/tunnels that lead out of this area that they haven't explored yet.
There is a door in the southwest. (Strength/Athletics DC 17 to open)
"Rinn," Silenus calls, gesturing at the stuck door. "Give me a hand with this before floaty eye dude comes back."
Silenus Athletics w/ advantage from help from Rinn: 11
With Rinn's passive INT 16 & passive WIS 17, Rinn is fairly certain the spectator will not return. With what Silenus shared and the documents around, leaving the room, has likely completed its contract.
Rinn shares his thoughts about the spectator's contract. With the door not budging (my guess based on the strength check), Rinn looks at the hinges of the door. Do they look old and worn? Specifically, would they corrode and break easier if he poured acid over them?
Investigation check in case you want it: 14
Rinn sees the hinges would absolutely fail with a little acid. (Strength check DC 10 w/ acid applied.)
Silenus waits until Rinn applies his acid then slams against the door again. Athletics: 14
The hinges snap and the door swings outward and falls sideways in front of its twin crushing a skeleton in the process.
You are facing five zombie and two skeleton warriors.
((Roll Initiative and give me your actions as the begin rushing toward you. ))