This post has potentially manipulated dice roll results.
OOC: Crap.
Boresh hears sudden grating of stone behind him and turns just in time to witness the false wall shut, cutting him off from the rest of his party. He attempts to smash it down with sheer strength (6) before noticing the keyhole.
"Arr! I wouldn't s'pose any of you happened to find a key anywhere, would ye?"
OOC: GM, assuming the wall doesn't break down from the strength roll, for Boresh's next action, this is up to your interpretation of how Faerie Fire would work in this case as I'd like to use it to kind of help Boresh figure out what might be inside those opaque glass spheres. Its area of effect can cover the entire room, and depending on whether you'd allow it or not, I'd like to try and have this particular mechanic of the spell: "Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw," work to Boresh's advantage by having any potential creatures hidden inside those orbs also glow in red light.
If however you'd say the orbs are too opaque to let any light contained within shine through, then the spell is cast anyway, at least affecting just the glass spheres and granting Boresh advantage on attack rolls against them.
OOC Edit: Actually, could I use Mage Hand from a distance and kind of shake/jiggle those orbs a little, listening for the sound of what could be a metallic object - like a key - rattling from inside?
Boresh's attack makes some cracks in the wall, but not enough to destroy it. Hmm, good thinking about the faerie fire. Boresh can make out the silhouette of a gaseous swirling mass inside the globe in the upper left corner. In the rest of the globes you can see vague outlines of inanimate objects, but it would be difficult to discern what they are without breaking the orbs.
With Faerie Fire's revelation of an ominous, gaseous form contained within the sphere at the upper-left corner of the room, Boresh decides begin breaking the other orbs first; starting with the one in the lower right corner, working his way up towards the marked one.
OOC: Boresh breaks the orbs from 9-2, stopping if he finds the key or anything else interesting. If I need to roll attack to break them, you can use these values (attacking with greatace, advantage granted from Faerie Fire):
This post has potentially manipulated dice roll results.
On the other side of the door, Tell's just gonna start smashing at the wall with her maul and shouting to the others, "You hear him say something about a key? Look for one in case this doesn't work, yeah? I've never busted down a wall before, but I'm sure as hell excited to try, haha! Hang on, Boresh, we'll get you outta there!"
OOC: Not sure what you'd want me to roll for door-hammering, if anything, but I'll do both strength and a melee attack here; if you want me to try something else, DM, let me know!
Strength:14
Maul (one attack for now): Attack: 17 Damage: Unable to parse dice roll.
EDIT: Huh, dunno what went wrong with the damage roll? Lessee if this works: 12 (GWF reroll: 11)
Boresh effortlessly smashes the glass orbs, careful to dodge the shards and collect the contents of each. (OOC: Its been awhile, and I'm not sure how identifying items works, the module simply describes what the objects are regardless of whether they have to be identified. So I'll just assume the characters have the adventuring expertise to know what they are.)
The loot:
Orb 2: A potion of silver dragon control.
Orb 3: Jewelry worth 12,000 gp.
Orb 4: A ring of flying, with 4 charges.
Orb 5: Eleven gems that are clearly worthless baubles when looked at closely.
Orb 6: Phony glass jewelry, similar to the "gems."
Orb 7: A wand of paralyzation with one charge.
Orb 8: Real gems worth 600 gp.
Orb 9: A key.
ooc: All I can do for now unfortunately, working the morning shift. Will be back to check in early this afternoon.
Rollback Post to RevisionRollBack
"Our truest life is when we are in dreams awake." -Henry David Thoreau
Kevash jumps with the door slamming closed right in his face. He gives it a good push a few times, but the wall will not budge. "Boresh! Are you alri-AHHH!" He ducks out of the way, pushing up against the opposite wall, just as Tell comes charging up with her giant hammer! Too many scares in one day for Kevash's taste! Still, after a few swings, he just places his scaled hand on her shoulder. "Tell, my friend, you are mighty. The wall does not budge though...." he says just as there comes crashing and smashing of glass from the other side. "It sounds like he is handling it from his side, though!" He does his best to sound optimistic, but surely it comes off awkward and stilted. He tries though! His heart is in the right place.
Kiellie is cursing herself "Those orbs have something of value I am sure of it and the half -orc is in there alone" she screams at the wall "Open this damn door!!" Looks around for anything she can use to help open it faster.
"Look, I'm not saying I trust Boresh like a brother, but he probably won't try to steal everything in there. Also, unless he found another way out or has some spacious assets on his person, he really can't hide what he finds..."
Rollback Post to RevisionRollBack
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Boresh couldn't believe his luck in finding the key on the first try (OOC: remember, he broke the spheres in reverse order that GM listed), so he decided to press on. One after another, the spheres revealed greater and greater treasure; almost as much in a single minute as he ever came across while sailing on the Baleful Boar. After amassing a small fortune, he inserted the key into the door lock and turned it.
Assuming the key works to unlock the door:
With a satisfying click, the door slides open with Boresh beaming at the entryway. "Drinks are on me, fellas!" he announces, opening his sack to reveal the freshly-picked loot.
If it doesn't:
Try as he might and despite turning the key every which way, Boresh couldn't seem to get the door open. He pounds at it, attempting to get the attention of his partymates at the other side, yelling "It aren't working, and I'm running low on ideas! Any suggestions?"
He looks over at the remaining sphere, worrying about the gaseous entity contained within, and wondering whether that has anything to do with his inability to escape the room.
Kiellie looks very agitated for she knew she messed up by not going in the room before anyone else had. "I am sure you are right he will share with the group if it wasn't for me no one would have even known there was anything down here." she said trying to convince herself that she was working with a team now and not alone.
Kevash Turns to Shariel and Kielie "Boresh is honorable. Kiellie, you are observant. So you are quite beneficial and deserve your fair take." He nods, satisfied with what he believes to be a great compliment.
(OOC: It's past midnight where I am so GM, you can just copy-paste whichever situation I wrote out in the spoilers of my last part actually happened and NPC Boresh from there on until I check back in about 8 hours. I had planned to let the others take their pick from the loot, and Boresh is not observant/smart enough to know that some of the jewelry/gems were fake so if that's all that's left to him, so be it)
OOC: Kevash would definitely want the Wand of Paralysis. Also, I think it may be safe to assume the door opens since the DM wants to streamline this.
Kevash turns with a start and thrusts his staff out, nearly walloping Boresh on the head. "Ah...Apologies Boresh. Welcome back, though. How was your trial?" He turns back to Kiellie. "See, he offers you treasure. Boresh is honorable" he said, giving a nod."
The key does indeed work, and Boresh is reunited with the group, with some much needed loot and supplies. With the dead end discovered, there's still the door to the north. Or the party could backtrack to the main area.
Rollback Post to RevisionRollBack
"Our truest life is when we are in dreams awake." -Henry David Thoreau
This post has potentially manipulated dice roll results.
Shariel runs ahead of the others to investigate the door.
(Perception: 25)
Rollback Post to RevisionRollBack
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Kevash just shakes his head before moseying on over to the door. "Patience...why does no one have patience these days? There is something to be said for caution...method...consideration..." His grumblings continue on down the hall, fading from the others at the dead end as he goes.
The door is damp from the water and moisture, but not rotted out. It can be pushed open easily by any of the characters. It is made out of wood and iron supports. There is a ring shaped handle on the left side. There are no cracks with which to see through to the other room, nor are there any sounds to hear behind it.
This post has potentially manipulated dice roll results.
Kielie not to be outdone this time is right behind Kevash and soon as it opens she steps inside. Thinking about the treasures that were last found she is trying to decide which of them she wants. Which was hard for her because she wants them all. "I will go first I can see if there are any traps." she says as she moves past Kevash into the doorway.
Investigation 13
OOC: Not sure which one I rolled for trap detection, also I assume we are going to split treasures later.
When the party enters the room, they see a plain featureless chamber.
There is another door on the opposite side. However, the room is occupied by five flesh golems lined up against the north wall.
Each one has a number on its chest. From left to right they are: 5, 7, 9, 11 and 13. They react to the party's presence, but they don't attack yet. The No. 5 golem says in a deep voice: "One of us does not belong with the others. If you can pick it out, it will serve you and the others will allow you passage. If you pick the wrong one, we will kill you."
The golem stares at the group awaiting an answer...
OOC: Crap.
Boresh hears sudden grating of stone behind him and turns just in time to witness the false wall shut, cutting him off from the rest of his party. He attempts to smash it down with sheer strength (6) before noticing the keyhole.
"Arr! I wouldn't s'pose any of you happened to find a key anywhere, would ye?"
OOC: GM, assuming the wall doesn't break down from the strength roll, for Boresh's next action, this is up to your interpretation of how Faerie Fire would work in this case as I'd like to use it to kind of help Boresh figure out what might be inside those opaque glass spheres. Its area of effect can cover the entire room, and depending on whether you'd allow it or not, I'd like to try and have this particular mechanic of the spell: "Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw," work to Boresh's advantage by having any potential creatures hidden inside those orbs also glow in red light.
If however you'd say the orbs are too opaque to let any light contained within shine through, then the spell is cast anyway, at least affecting just the glass spheres and granting Boresh advantage on attack rolls against them.
OOC Edit: Actually, could I use Mage Hand from a distance and kind of shake/jiggle those orbs a little, listening for the sound of what could be a metallic object - like a key - rattling from inside?
Boresh's attack makes some cracks in the wall, but not enough to destroy it. Hmm, good thinking about the faerie fire. Boresh can make out the silhouette of a gaseous swirling mass inside the globe in the upper left corner. In the rest of the globes you can see vague outlines of inanimate objects, but it would be difficult to discern what they are without breaking the orbs.
"Our truest life is when we are in dreams awake." -Henry David Thoreau
With Faerie Fire's revelation of an ominous, gaseous form contained within the sphere at the upper-left corner of the room, Boresh decides begin breaking the other orbs first; starting with the one in the lower right corner, working his way up towards the marked one.
OOC: Boresh breaks the orbs from 9-2, stopping if he finds the key or anything else interesting. If I need to roll attack to break them, you can use these values (attacking with greatace, advantage granted from Faerie Fire):
On the other side of the door, Tell's just gonna start smashing at the wall with her maul and shouting to the others, "You hear him say something about a key? Look for one in case this doesn't work, yeah? I've never busted down a wall before, but I'm sure as hell excited to try, haha! Hang on, Boresh, we'll get you outta there!"
OOC: Not sure what you'd want me to roll for door-hammering, if anything, but I'll do both strength and a melee attack here; if you want me to try something else, DM, let me know!
Strength: 14
Maul (one attack for now): Attack: 17 Damage: Unable to parse dice roll.
EDIT: Huh, dunno what went wrong with the damage roll? Lessee if this works: 12 (GWF reroll: 11)
Boresh effortlessly smashes the glass orbs, careful to dodge the shards and collect the contents of each. (OOC: Its been awhile, and I'm not sure how identifying items works, the module simply describes what the objects are regardless of whether they have to be identified. So I'll just assume the characters have the adventuring expertise to know what they are.)
The loot:
Orb 2: A potion of silver dragon control.
Orb 3: Jewelry worth 12,000 gp.
Orb 4: A ring of flying, with 4 charges.
Orb 5: Eleven gems that are clearly worthless baubles when looked at closely.
Orb 6: Phony glass jewelry, similar to the "gems."
Orb 7: A wand of paralyzation with one charge.
Orb 8: Real gems worth 600 gp.
Orb 9: A key.
ooc: All I can do for now unfortunately, working the morning shift. Will be back to check in early this afternoon.
"Our truest life is when we are in dreams awake." -Henry David Thoreau
Kevash jumps with the door slamming closed right in his face. He gives it a good push a few times, but the wall will not budge. "Boresh! Are you alri-AHHH!" He ducks out of the way, pushing up against the opposite wall, just as Tell comes charging up with her giant hammer! Too many scares in one day for Kevash's taste! Still, after a few swings, he just places his scaled hand on her shoulder. "Tell, my friend, you are mighty. The wall does not budge though...." he says just as there comes crashing and smashing of glass from the other side. "It sounds like he is handling it from his side, though!" He does his best to sound optimistic, but surely it comes off awkward and stilted. He tries though! His heart is in the right place.
Kiellie is cursing herself "Those orbs have something of value I am sure of it and the half -orc is in there alone" she screams at the wall "Open this damn door!!" Looks around for anything she can use to help open it faster.
Investigation 8
"Look, I'm not saying I trust Boresh like a brother, but he probably won't try to steal everything in there. Also, unless he found another way out or has some spacious assets on his person, he really can't hide what he finds..."
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Boresh couldn't believe his luck in finding the key on the first try (OOC: remember, he broke the spheres in reverse order that GM listed), so he decided to press on. One after another, the spheres revealed greater and greater treasure; almost as much in a single minute as he ever came across while sailing on the Baleful Boar. After amassing a small fortune, he inserted the key into the door lock and turned it.
Assuming the key works to unlock the door:
With a satisfying click, the door slides open with Boresh beaming at the entryway. "Drinks are on me, fellas!" he announces, opening his sack to reveal the freshly-picked loot.
If it doesn't:
Try as he might and despite turning the key every which way, Boresh couldn't seem to get the door open. He pounds at it, attempting to get the attention of his partymates at the other side, yelling "It aren't working, and I'm running low on ideas! Any suggestions?"
He looks over at the remaining sphere, worrying about the gaseous entity contained within, and wondering whether that has anything to do with his inability to escape the room.
Kiellie looks very agitated for she knew she messed up by not going in the room before anyone else had. "I am sure you are right he will share with the group if it wasn't for me no one would have even known there was anything down here." she said trying to convince herself that she was working with a team now and not alone.
Kevash Turns to Shariel and Kielie "Boresh is honorable. Kiellie, you are observant. So you are quite beneficial and deserve your fair take." He nods, satisfied with what he believes to be a great compliment.
(OOC: It's past midnight where I am so GM, you can just copy-paste whichever situation I wrote out in the spoilers of my last part actually happened and NPC Boresh from there on until I check back in about 8 hours. I had planned to let the others take their pick from the loot, and Boresh is not observant/smart enough to know that some of the jewelry/gems were fake so if that's all that's left to him, so be it)
OOC: Kevash would definitely want the Wand of Paralysis. Also, I think it may be safe to assume the door opens since the DM wants to streamline this.
Kevash turns with a start and thrusts his staff out, nearly walloping Boresh on the head. "Ah...Apologies Boresh. Welcome back, though. How was your trial?" He turns back to Kiellie. "See, he offers you treasure. Boresh is honorable" he said, giving a nod."
The key does indeed work, and Boresh is reunited with the group, with some much needed loot and supplies. With the dead end discovered, there's still the door to the north. Or the party could backtrack to the main area.
"Our truest life is when we are in dreams awake." -Henry David Thoreau
Shariel runs ahead of the others to investigate the door.
(Perception: 25)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Kevash just shakes his head before moseying on over to the door. "Patience...why does no one have patience these days? There is something to be said for caution...method...consideration..." His grumblings continue on down the hall, fading from the others at the dead end as he goes.
"Our truest life is when we are in dreams awake." -Henry David Thoreau
Kevash walks up to the door, still grumbling and gives it a good shove (or pull) to open it.
Kielie not to be outdone this time is right behind Kevash and soon as it opens she steps inside. Thinking about the treasures that were last found she is trying to decide which of them she wants. Which was hard for her because she wants them all. "I will go first I can see if there are any traps." she says as she moves past Kevash into the doorway.
Investigation 13
OOC: Not sure which one I rolled for trap detection, also I assume we are going to split treasures later.
When the party enters the room, they see a plain featureless chamber.
There is another door on the opposite side. However, the room is occupied by five flesh golems lined up against the north wall.
Each one has a number on its chest. From left to right they are: 5, 7, 9, 11 and 13. They react to the party's presence, but they don't attack yet. The No. 5 golem says in a deep voice: "One of us does not belong with the others. If you can pick it out, it will serve you and the others will allow you passage. If you pick the wrong one, we will kill you."
The golem stares at the group awaiting an answer...
"Our truest life is when we are in dreams awake." -Henry David Thoreau