At this point, Sniv enters the room where the creature ambushed Komos and begins looking around while the other kobold tries to harvest the creature's body.
((It's been a while so just re-posting the stuff I initially said about the bedroom))
The bedroom contains one bed close to the right wall. A small dresser is pushed up against the left wall. Next to the dresser is a small bookshelf. On the further wall is a window looking outside.There is a small bedside table next to the bed
Sniv looks around the place but he doesn't seem to find anything of importance in this room. Strange, it's like there's nothing of significance or out of the ordinary in this room. Either he's missing something or this is just a normal room. Maybe someone else might have better luck if something is hidden here?
This post has potentially manipulated dice roll results.
Varn searches around the room, looking for clues about this mantis creature. Does it look like it has been here for long? Also, was its size fitting for the furniture in this small house, or was it strangely big?
Though this mantis creature could be put on the same size category (medium sized creature) as the one they fought in the blacksmith's place, it was quite a bit smaller than the other one. Searching the room Varn also doesn't seem to find anything of use... except of course the claw marks on the walls and ceilings from the Mantis sticking to the top.
Komos isn’t one for trophies, but the scythes look like they could almost be useful, so he spends some time carefully removing them from the beast as they others explore upstairs, staying by the body for now.
The problem was less about extracting the claws and more with working around the acidic blood. It caused some damage to the tools Komos was using (Pick one tool or melee weapon that you used to do this. It takes some damage) but he manages to get the claws out without any significant damage to himself.
Everyone gains: 187 XP from Komos' claw extraction.
(Pick one tool or melee weapon that you used to do this. It takes some damage)
For this I'd say dagger makes the most sense. Trying to cut off pieces of something.
When the others come back down Komos says, "Would this work as a trophy?" holding up the claws, or pointing to the body next to him. "This town is creeping me out..."
"It would, but... I don't know how intimidating it looks without the rest of the body. I'd rather bring something more frightening, if we can find such a thing." Varn stops, considering his own words. "But, if we can't find any, I suppose it will do. Let's keep it, for now."
Sniv nods, "It could work. But there might be something even better later. I'm just wondering what it was guarding. We both," Sniv gestures to himself and Varn, "checked the room, but there didn't seem to be anything in there."
(OOC: Were there any other rooms on the upper floor? I don't remember the description from before...)
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.”
((Bump. So what do you guys want to do? Also I have a feeling re-posting this old post might be handy whenever you wish to move on.))
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.
"Well, I believe we only have one more place we haven't explored here, yet. Let's go there, and if we find nothing, we can leave this place." Unless someone suggests another course of action, Varn offers they'll explore Roshan Family Residence (I think this was the last place left unexplored).
Sniv nods and follows Varn towards the last building. As they walk the eldest kobold reminds the others, "Let's not forget that we need a trophy to bring back so in order for Varn to prove himself. I think we should take the head of whatever it is that attacks us next. Heads are generally scarier than claws."
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.”
He could collect the creature's head or its scythes.
At this point, Sniv enters the room where the creature ambushed Komos and begins looking around while the other kobold tries to harvest the creature's body.
Perception: 6
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Sniv walks up stairs and looks around the place.
((It's been a while so just re-posting the stuff I initially said about the bedroom))
Sniv looks around the place but he doesn't seem to find anything of importance in this room. Strange, it's like there's nothing of significance or out of the ordinary in this room. Either he's missing something or this is just a normal room. Maybe someone else might have better luck if something is hidden here?
Also I think I forgot to award XP for the Mantis.
Everyone gets: 313 XP
Varn searches around the room, looking for clues about this mantis creature. Does it look like it has been here for long? Also, was its size fitting for the furniture in this small house, or was it strangely big?
Investigation: 15 (-1 if it's Perception).
Varielky
Though this mantis creature could be put on the same size category (medium sized creature) as the one they fought in the blacksmith's place, it was quite a bit smaller than the other one. Searching the room Varn also doesn't seem to find anything of use... except of course the claw marks on the walls and ceilings from the Mantis sticking to the top.
(Would Komos like to try searching?)
Komos isn’t one for trophies, but the scythes look like they could almost be useful, so he spends some time carefully removing them from the beast as they others explore upstairs, staying by the body for now.
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Alright. Komos, give me a Sleight of Hand check to carefully take the claws out.
The problem was less about extracting the claws and more with working around the acidic blood. It caused some damage to the tools Komos was using (Pick one tool or melee weapon that you used to do this. It takes some damage) but he manages to get the claws out without any significant damage to himself.
Everyone gains: 187 XP from Komos' claw extraction.
So what do you guys do now?
For this I'd say dagger makes the most sense. Trying to cut off pieces of something.
When the others come back down Komos says, "Would this work as a trophy?" holding up the claws, or pointing to the body next to him. "This town is creeping me out..."
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
"It would, but... I don't know how intimidating it looks without the rest of the body. I'd rather bring something more frightening, if we can find such a thing." Varn stops, considering his own words. "But, if we can't find any, I suppose it will do. Let's keep it, for now."
Varielky
Sniv nods, "It could work. But there might be something even better later. I'm just wondering what it was guarding. We both," Sniv gestures to himself and Varn, "checked the room, but there didn't seem to be anything in there."
(OOC: Were there any other rooms on the upper floor? I don't remember the description from before...)
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
No other rooms in the house. You've seen all the rooms.
(OOC: Unless Komos is checking the last room out, are we going to move on to the next building? Or is Komos going to check the room?)
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
((I may have this wrong but I believe Komos might have wanted to rest? I might have mistaken RP banter for a decision to rest ))
((Bump. So what do you guys want to do? Also I have a feeling re-posting this old post might be handy whenever you wish to move on.))
"Well, I believe we only have one more place we haven't explored here, yet. Let's go there, and if we find nothing, we can leave this place." Unless someone suggests another course of action, Varn offers they'll explore Roshan Family Residence (I think this was the last place left unexplored).
Varielky
((Well that and the Gates that let you leave Neverwinter.))
Sniv nods and follows Varn towards the last building. As they walk the eldest kobold reminds the others, "Let's not forget that we need a trophy to bring back so in order for Varn to prove himself. I think we should take the head of whatever it is that attacks us next. Heads are generally scarier than claws."
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Everyone give me an INT saving throw.