This post has potentially manipulated dice roll results.
"A very fine selection of staples, as well as a few new concoctions." Abigail sets down her sack of potions and reaches into pull out a bottle of muddy-colored liquid, "This is a new one. Pouring this on an open wound should stop bleeding immediately - even on severed limbs."
She pulls up another bottle with briny liquid. "Though I have not tested it myself; this one should simulate the effects of drowning on the imbiber - without any actual chances of dying. Because it is still in its experimental stage, I would discount it heavily. Perhaps you would be able to tell me how well it works... For posterity's sake, of course."
Still trying to buy some time, Abigail puts the potion back before generally waving across the sack, "And of course potions for healing, detoxifying, cleansing, and even poisoning."
When she feels like she has their attention, Abigail quickly stands and blows a cloud of fine sand in the direction of the door while lyrically humming a lullaby. (Sleep for 31HP).
If the guard at the door does not fall asleep, Abigail tries to rush past the two guards in front of her (even if it triggers an attack of opportunities), in order to block the door from being shut - She uses the Bonus Action to strike this guard at the door.
If the guard at the door fell asleep, she uses the Bonus Action to strike the closest guard still awake.
Bonus Action with Feinting Attack: Off-Hand Long Sword - Attack: 14 Damage: 11 Abigail strikes with the hilt in order to try to knock the target unconscious...
The guards, being more akin to nurses, yawn and fall over. Curling up by the door and where they were once standing; the light sound of snoring coming from one of the ones at the far side.
The crew slips into the small interior section of the carriage house; not a lot inside. Grain. Hammers and a few little odds and ends for repairs. What is likely some kind of emergency medical kits for anyone they're treating at the back.
Through the windows to the other side; the crew can see the courtyard. Despite it being night; the courtyard is rather well lit. Small benches placed near oil-lamps for people to come and sit. With the Carriage House "in the back" and the main building "in the front" there are three locations of note:
The Back Half of the Main Building that Tarak wasn't able to get into
What looks to be either a Dormitory, or, Asylum
A tall, broad building that lacks windows; outside a few metal vents on the side with steam pouring out.
((Abigail, also give a stealth roll. Will use these rolls until something causes a break in stealth))
This post has potentially manipulated dice roll results.
((Well, since tying up the people would let them know for sure that something was wrong, and they might be able to escape or have someone come across them anyway... I guess Abigail will pass on tying them up, so that we can sneak in faster... and hopefully when they wake up they will just wonder what happened and why...))
Abigail Stealth Roll: 34
Abigail suggest that they make their way to the windowless building... prisoners do not need windows.
ZZ turns and touches the door handle they just entered through and silently casts arcane lock, thinking hard in her head the names of all those who can unlock it if needed, "Lafetha, Abigail, Tarak, and I."
She turns to the group and looks up at Abigail and Lafetha, "Agreed, let us continue moving forward as quiet as can be. The door should hold for at least 8 hours but I don't think we care to be here that long."
The windowless building stands tall; the door some kind of reinforced metal and wood while the walls seem to be made of a polished stone. The way the ground is pitched by it's outskirts seem to suggest there could be a few levels underground as well. A small series of vents are on the first floor; a metal grate that could be pulled off and the crew could attempt to crawl inside. Whatever is venting out smells terrible though; and appears to be quite hot. (Athletics check to pull off the vent quietly; and everyone going in Acrobatics checks - disadvantage for Medium size or larger)
A large metal door is noticeably off center to the front of the building. No handle; just a large socket for a key. (Thieves Tools + INT)
The stone does ascend about 20 feet into the air; before coming to the roof. Tar pitch flat-toped roof could have a entry or exit point but nothing is visible form the ground. (Athletics checks to climb up)
Loud banging begins to come from the door that ZZ Arcane Locked; the three nurses likely having woken up and now unable to get back inside through that route. But they are bringing quite a bit of noise. You all likely don't have the time needed to investigate all three...
This post has potentially manipulated dice roll results.
The door clicks; but Abigail clearly hits something. The tools striking a conduit of sorts. A jolt of electricity pouring through the Tabaxi's body (10 Lightning Damage)
Pulling the door open; the central chamber is a a fairly large and round room. Gaskets and piping run along the walls; snaking up and down. Various viscous liquids are pipping through in different directions. Browns. Greens. Reds. In the far corner is another door with a small cut-out window. Above the door, connected to the piping is a large singular eyeball. It shifts; looking over at the opening door.
The shadows from Lafetha's pass without trace that assist in wrapping around and keeping people concealed seem to fade. The lone eye twitching from it's wall mounted perch to then look over at ZZ, then Abigail, then Lafetha. For whatever the reason, it didn't seem to notice Tarak. At least not yet.
The whirling sound of cogs can be heard behind the walls and across to the far door.
This post has potentially manipulated dice roll results.
ZZ looks over the pipe work and the door, trying to figure out how it all fits together and if it can be easily broken with a few turns of her trusty wrench.
The eye turns it's attention to ZZ for a moment before continuing to look around. The way it hangs above the far door makes it seem like it's a sentinel of some sort.
The pipes the come from it, and the walls, are an enigma. It's possible a few swings of a hammer could certainly do harm; but you're unsure how much. It's like all a part of a much bigger mechanism that would require a bit of studying of blueprints and alchemical formulas.
Tarak moves quietly over to the far door and tries the handle. If it opens he will peek inside. If it doesn’t he will reach up and stab the eye so as to blind it.
Tarak moves to open the door. It's unlocked; but the sounds of other gears and mechanisms do continue to get louder. Through the door is a hallway leading to a circular room: in the center of it - a spiral staircase. Doors extend off the circular room; but with a peak it's rather hard to tell where they may lead. Likely other chambers similar to the one you're currently in - a square room at the end of a hallway.
From the stairs, there's a loud thumping sound but it's faint.
Abigail stares at the eye. "Not at all what I thought we would find in here..."
She waits by the initial door, feeling a little dazed by the shock she received, as ZZ and Tarak investigate further. "Either they really want to keep an eyeon their 'patients', or we might be getting into something much deeper..."
Tarak moves over to the edge of the staircase. The spiral continuing to a floor above, and a floor below.
6 hallways extend off - including the one you just came from - extend out and stop at a door. All of them the same. Distance. Doors. Spotless. The real light coming from lanterns that are connected to the wall and flicker with flame.
As you're near the stairs - you see them switch. Becoming smooth - like a slide - a massive rolling ball coming down and stopping at the floor right beside you. An iris closes around the stairs; sealing closed the passage down. The sound of gears coming from a small patch of tile on the floor nearby.
The large metal orb then begins to roll towards the door...
((Combat Rounds Begin))
Setup: Zone 3: The Staircase that leads up / down Zone 2(A): The hallway between Zone 1(A): The room with the eye
5 other spokes exist (B, C, D, E)
Round 1 (Begin)
Tarak (Zone 3) nearly just got squished by a massive orb. The stairwell having switch to a slide that stopped at the floor he's on. Abigail, ZZ, and Lafetha are being watched by the Eye Above The Door (Zone 1)
ZZ moves down the hallway, gazing about at the intricate pipe work. She is thinking a lot of work went into this chamber and is loathe to leave without a thorough check but she knows they must move on.
A loud rumbling reaches her ears and a sense of foreboding overcomes here. Haku starts shrieking beside her, she immediately reaches up to clamp down on his beak to quiet him. She casts shield on herself and therefore Haku just in case whatever is coming is bad.
ZZ makes sure to have her trusty hammer at the ready and her theives tools.
stealth18
Stealth 16
"A very fine selection of staples, as well as a few new concoctions." Abigail sets down her sack of potions and reaches into pull out a bottle of muddy-colored liquid, "This is a new one. Pouring this on an open wound should stop bleeding immediately - even on severed limbs."
She pulls up another bottle with briny liquid. "Though I have not tested it myself; this one should simulate the effects of drowning on the imbiber - without any actual chances of dying. Because it is still in its experimental stage, I would discount it heavily. Perhaps you would be able to tell me how well it works... For posterity's sake, of course."
Still trying to buy some time, Abigail puts the potion back before generally waving across the sack, "And of course potions for healing, detoxifying, cleansing, and even poisoning."
When she feels like she has their attention, Abigail quickly stands and blows a cloud of fine sand in the direction of the door while lyrically humming a lullaby. (Sleep for 31 HP).
If the guard at the door does not fall asleep, Abigail tries to rush past the two guards in front of her (even if it triggers an attack of opportunities), in order to block the door from being shut - She uses the Bonus Action to strike this guard at the door.
If the guard at the door fell asleep, she uses the Bonus Action to strike the closest guard still awake.
Bonus Action with Feinting Attack: Off-Hand Long Sword - Attack: 14 Damage: 11 Abigail strikes with the hilt in order to try to knock the target unconscious...
The guards, being more akin to nurses, yawn and fall over. Curling up by the door and where they were once standing; the light sound of snoring coming from one of the ones at the far side.
The crew slips into the small interior section of the carriage house; not a lot inside. Grain. Hammers and a few little odds and ends for repairs. What is likely some kind of emergency medical kits for anyone they're treating at the back.
Through the windows to the other side; the crew can see the courtyard. Despite it being night; the courtyard is rather well lit. Small benches placed near oil-lamps for people to come and sit. With the Carriage House "in the back" and the main building "in the front" there are three locations of note:
The Back Half of the Main Building that Tarak wasn't able to get into
What looks to be either a Dormitory, or, Asylum
A tall, broad building that lacks windows; outside a few metal vents on the side with steam pouring out.
((Abigail, also give a stealth roll. Will use these rolls until something causes a break in stealth))
Abigail: 21
Tarak: 26
ZZ: 14
Lafetha: 17
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
((Well, since tying up the people would let them know for sure that something was wrong, and they might be able to escape or have someone come across them anyway... I guess Abigail will pass on tying them up, so that we can sneak in faster... and hopefully when they wake up they will just wonder what happened and why...))
Abigail Stealth Roll: 34
Abigail suggest that they make their way to the windowless building... prisoners do not need windows.
"sounds like a plan to me! Let's move, but keep it quiet 🤫"
ZZ turns and touches the door handle they just entered through and silently casts arcane lock, thinking hard in her head the names of all those who can unlock it if needed, "Lafetha, Abigail, Tarak, and I."
She turns to the group and looks up at Abigail and Lafetha, "Agreed, let us continue moving forward as quiet as can be. The door should hold for at least 8 hours but I don't think we care to be here that long."
The windowless building stands tall; the door some kind of reinforced metal and wood while the walls seem to be made of a polished stone. The way the ground is pitched by it's outskirts seem to suggest there could be a few levels underground as well. A small series of vents are on the first floor; a metal grate that could be pulled off and the crew could attempt to crawl inside. Whatever is venting out smells terrible though; and appears to be quite hot.
(Athletics check to pull off the vent quietly; and everyone going in Acrobatics checks - disadvantage for Medium size or larger)
A large metal door is noticeably off center to the front of the building. No handle; just a large socket for a key.
(Thieves Tools + INT)
The stone does ascend about 20 feet into the air; before coming to the roof. Tar pitch flat-toped roof could have a entry or exit point but nothing is visible form the ground.
(Athletics checks to climb up)
Loud banging begins to come from the door that ZZ Arcane Locked; the three nurses likely having woken up and now unable to get back inside through that route. But they are bringing quite a bit of noise. You all likely don't have the time needed to investigate all three...
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Abigail quickly sneaks over to the large metal door. She takes out her tools, kissing them for good luck.
Whispering to herself, as she plays with the lock, "Come on Abigail, this is not the time to mess up..."
Thieves Tools: 17
The door clicks; but Abigail clearly hits something. The tools striking a conduit of sorts. A jolt of electricity pouring through the Tabaxi's body (10 Lightning Damage)
Pulling the door open; the central chamber is a a fairly large and round room. Gaskets and piping run along the walls; snaking up and down. Various viscous liquids are pipping through in different directions. Browns. Greens. Reds. In the far corner is another door with a small cut-out window. Above the door, connected to the piping is a large singular eyeball. It shifts; looking over at the opening door.
The shadows from Lafetha's pass without trace that assist in wrapping around and keeping people concealed seem to fade. The lone eye twitching from it's wall mounted perch to then look over at ZZ, then Abigail, then Lafetha. For whatever the reason, it didn't seem to notice Tarak. At least not yet.
The whirling sound of cogs can be heard behind the walls and across to the far door.
What do you do?
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
ZZ looks over the pipe work and the door, trying to figure out how it all fits together and if it can be easily broken with a few turns of her trusty wrench.
investigation24
The eye turns it's attention to ZZ for a moment before continuing to look around. The way it hangs above the far door makes it seem like it's a sentinel of some sort.
The pipes the come from it, and the walls, are an enigma. It's possible a few swings of a hammer could certainly do harm; but you're unsure how much. It's like all a part of a much bigger mechanism that would require a bit of studying of blueprints and alchemical formulas.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Tarak moves quietly over to the far door and tries the handle. If it opens he will peek inside. If it doesn’t he will reach up and stab the eye so as to blind it.
13 11
Tarak moves to open the door. It's unlocked; but the sounds of other gears and mechanisms do continue to get louder. Through the door is a hallway leading to a circular room: in the center of it - a spiral staircase. Doors extend off the circular room; but with a peak it's rather hard to tell where they may lead. Likely other chambers similar to the one you're currently in - a square room at the end of a hallway.
From the stairs, there's a loud thumping sound but it's faint.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Abigail stares at the eye. "Not at all what I thought we would find in here..."
She waits by the initial door, feeling a little dazed by the shock she received, as ZZ and Tarak investigate further. "Either they really want to keep an eye on their 'patients', or we might be getting into something much deeper..."
Tarak moves into the hall and up the staircase. Listening/looking as he moves Perception 17
Tarak moves over to the edge of the staircase. The spiral continuing to a floor above, and a floor below.
6 hallways extend off - including the one you just came from - extend out and stop at a door. All of them the same. Distance. Doors. Spotless. The real light coming from lanterns that are connected to the wall and flicker with flame.
As you're near the stairs - you see them switch. Becoming smooth - like a slide - a massive rolling ball coming down and stopping at the floor right beside you. An iris closes around the stairs; sealing closed the passage down. The sound of gears coming from a small patch of tile on the floor nearby.
The large metal orb then begins to roll towards the door...
((Combat Rounds Begin))
Setup:
Zone 3: The Staircase that leads up / down
Zone 2(A): The hallway between
Zone 1(A): The room with the eye
5 other spokes exist (B, C, D, E)
Round 1 (Begin)
Tarak (Zone 3) nearly just got squished by a massive orb. The stairwell having switch to a slide that stopped at the floor he's on.
Abigail, ZZ, and Lafetha are being watched by the Eye Above The Door (Zone 1)
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Lafetha watches as Tarak goes up the stairs. She asks ZZ and Abigail if they want to help check the hallways.
She goes to the closest door. investigation 20
ZZ moves down the hallway, gazing about at the intricate pipe work. She is thinking a lot of work went into this chamber and is loathe to leave without a thorough check but she knows they must move on.
A loud rumbling reaches her ears and a sense of foreboding overcomes here. Haku starts shrieking beside her, she immediately reaches up to clamp down on his beak to quiet him. She casts shield on herself and therefore Haku just in case whatever is coming is bad.
Seeing a giant metal ball start rolling into the hallway, Abigail readies her action to maneuver her way around it....
Acrobatics: 24