"Well, it's not our coins nor Humans' coins. That's about as much as I can say." Varn concludes the obvious. "Maybe it meant something for someone." He continues with the meaningless conclusions. "Shall we move on?"
Sniv looks confused at Varn. He figured the leader would have some insight into the coin, but the older kobold wasn't going to dedicate too much thought to it. Instead, he looked at Komos to see if the tinkerer had anything to add. If not, then he wouldn't dwell on the coin and would just pocket it and be ready to move on.
Rollback Post to RevisionRollBack
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
While the others are talking about it, Komos messes around with his Icosahedron casting Detect Magic to see if he can get anything else off the coin to add.
Neither of the other kobold's finding anything, Sniv turns to Varn and asks, "Where next boss? A different building, or are we going to try and get out of this creepy town?"
Rollback Post to RevisionRollBack
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
"A different building, I guess? I want to find out who is causing this. The head of someone who did all we experienced must be worth a lot more than whatever Arix can find." Varn answers.
(Can you remind me what buildings we can reach within the fog's boundaries?)
While walking around town, you seem to have a hard time finding houses. You find buildings of course but it feels like you're seeing the same buildings over and over again. Is it just that the thick mist is making it hard to tell which way you're going and thus making you walk in circles?
After a you pass the same building 3 times, Komos notices something. The mist is unnaturally thick in places, forming "walls". No matter how close you get to these walls, you can't see through them at all. Staying in the boundaries of these non-solid "walls", you realize that there is only a select number of buildings that you can access. These are also the only places that you seem to be able to find via wandering. You could however, try to walk through the mist walls and stumble around blindly to see if that leads to any new places.
Places available to you:
Nectar Dream Inn: The large two storied inn that you spent the night in.
The Blazing Hammer Smithy: Blacksmith shop consisting of a small two storied wooden cabin that acts as the main shop, a large garden that lacks grass bordered by a tall stone wall, a forge building that's separate from the cabin and is in the garden. The stone garden walls stretch out from the wooden cabin itself.
Hackmith's Restaurant: A relatively larger wooden house that has two floors.The front part of the house serves as the restaurant while the back part of the house is the residential portion.
William Boblin's House: A small two storied wooden cabin that has a small backyard bordered by wooden fences.
Roshan Family Residence: A smaller two storied wooden house. It has white walls but no lawns or gardens. It is an older design, the house probably housed more than 3 human generations. The house is well maintained though.
Neverwinter Gate: This gate is the one you take to exit the city and follow the road to Phandalin
From a distance, all of the buildings are quiet. Hackmith's Restaurant and Roshan Family Residence have glass windows that are not barred and thus you can see that there is no light inside those buildings.
If you pick a particular location to visit, I will give you more information about it like windows, doors, wall height etc.
Thieves Tolls restored. Please roll a check with that tool that you used as a spell casting focus to cast Mending.
"If I remember correctly, there are two other buildings in the fog that we can search. Maybe one of them will give us more answers?" Varn offers. If none objects, he will lead the others to the small cabin.
You all move to the small two story cabin. It was short and had windows in the front though strangely it was hard to tell what was inside. It seemed unnaturally dark inside like it was made to stop anyone from peering in from outside. The house only had one entrance and seemed to lack a back yard. The main door was locked and there was a window next to the door and more windows on the left and right side of the house. The second floor had less windows though, only two on one side.
Sniv turns to Komos and asks, "Do you want to pick the lock? Or should we try and break the windows?" Regardless of which option is chosen, Sniv will offer some guidance to whomever it is that ends up picking or breaking their way in. If they opt to break the windows, then Sniv will also try to help them.
Rollback Post to RevisionRollBack
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Sniv raises an eyebrow, this wasn't the first lock Komos couldn't open and the druid was starting to question the artificer's abilities. He didn't let it show though, and just asked, "Are we breaking in then?"
Rollback Post to RevisionRollBack
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
"I could burn it away," Varn suggests, "and I think... I may be able to extinguish the flames now. I've been thinking about it since this morning, and I may be able to control the flames I create, a little bit."
If the others don't object, Varn will use a combination of Create Bonfire and Control Flames to burn the door completely, yet only the door, and then extinguish the flames.
The door is completely burned away. Beyond it is a small sitting room with a small red carpet on its wooden floor. Two the left is a small doorway to the dining room and kitchen. There is a small wooden table with two comfy looking seats arranged on either side of it. On the left wall that separates the sitting room from the dining room are a few small paintings. Judging by furniture, William Boblin was either a dwarf, a gnome or a halfling. It was all sized to fit a member of the shorter races. Beyond the sitting room is a set of stairs leading up. This house doesn't have any backyards.
You all get 437 XP (Actually it wasn't that hard to get into the house as far as DCs for lock picking and breaking down the door were concerned. However, I was impressed by combining Create Bonfire and Control Flames to burn the door and only the door so giving out way more XP than the skill checks warranted. Good thinking!)
Naturally drawn to the kitchen, Sniv wanders into the house and turns left into the sitting room. As he walks, he looks around in the kitchen and dining area for anything suspicious. It is strangely comforting to be in a house that was sized for a creature that is as small as Sniv is.
Rollback Post to RevisionRollBack
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
"Well, it's not our coins nor Humans' coins. That's about as much as I can say." Varn concludes the obvious. "Maybe it meant something for someone." He continues with the meaningless conclusions. "Shall we move on?"
Varielky
Sniv looks confused at Varn. He figured the leader would have some insight into the coin, but the older kobold wasn't going to dedicate too much thought to it. Instead, he looked at Komos to see if the tinkerer had anything to add. If not, then he wouldn't dwell on the coin and would just pocket it and be ready to move on.
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
While the others are talking about it, Komos messes around with his Icosahedron casting Detect Magic to see if he can get anything else off the coin to add.
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Detect magic returns negative on the coin.
Neither of the other kobold's finding anything, Sniv turns to Varn and asks, "Where next boss? A different building, or are we going to try and get out of this creepy town?"
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
"A different building, I guess? I want to find out who is causing this. The head of someone who did all we experienced must be worth a lot more than whatever Arix can find." Varn answers.
(Can you remind me what buildings we can reach within the fog's boundaries?)
Varielky
Copy-pasted the old post that had the locations.
"If I remember correctly, there are two other buildings in the fog that we can search. Maybe one of them will give us more answers?" Varn offers. If none objects, he will lead the others to the small cabin.
Varielky
Sniv nods and follows the young leader towards the cabin. The druid only hoped that they would find more answers there.
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
You all move to the small two story cabin. It was short and had windows in the front though strangely it was hard to tell what was inside. It seemed unnaturally dark inside like it was made to stop anyone from peering in from outside. The house only had one entrance and seemed to lack a back yard. The main door was locked and there was a window next to the door and more windows on the left and right side of the house. The second floor had less windows though, only two on one side.
What do you do?
Sniv turns to Komos and asks, "Do you want to pick the lock? Or should we try and break the windows?" Regardless of which option is chosen, Sniv will offer some guidance to whomever it is that ends up picking or breaking their way in. If they opt to break the windows, then Sniv will also try to help them.
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
So what you doing? Are you going to break the windows or open the door?
"We should at least try the door first.” Komos says, as his lock picks pop out from his device and he heads over to the door. ((17
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
((Okay I'm starting to think this thread is legit cursed. How many times has it happened where I thought I posted a response but didn't? ))
Komos tries to unlock the door. It is a relatively simple lock but sadly he is unable to open it. Maybe the mist is giving him trouble.
Sniv raises an eyebrow, this wasn't the first lock Komos couldn't open and the druid was starting to question the artificer's abilities. He didn't let it show though, and just asked, "Are we breaking in then?"
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Since lockpicking failed, how do you proceed?
"I could burn it away," Varn suggests, "and I think... I may be able to extinguish the flames now. I've been thinking about it since this morning, and I may be able to control the flames I create, a little bit."
If the others don't object, Varn will use a combination of Create Bonfire and Control Flames to burn the door completely, yet only the door, and then extinguish the flames.
Varielky
The door is completely burned away. Beyond it is a small sitting room with a small red carpet on its wooden floor. Two the left is a small doorway to the dining room and kitchen. There is a small wooden table with two comfy looking seats arranged on either side of it. On the left wall that separates the sitting room from the dining room are a few small paintings. Judging by furniture, William Boblin was either a dwarf, a gnome or a halfling. It was all sized to fit a member of the shorter races. Beyond the sitting room is a set of stairs leading up. This house doesn't have any backyards.
You all get 437 XP (Actually it wasn't that hard to get into the house as far as DCs for lock picking and breaking down the door were concerned. However, I was impressed by combining Create Bonfire and Control Flames to burn the door and only the door so giving out way more XP than the skill checks warranted. Good thinking!)
Naturally drawn to the kitchen, Sniv wanders into the house and turns left into the sitting room. As he walks, he looks around in the kitchen and dining area for anything suspicious. It is strangely comforting to be in a house that was sized for a creature that is as small as Sniv is.
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
"Finally something the proper sized!" Komos says, heading upstairs to find a place to relax
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM: