A steel door hides behind dust and debris. "Cannith Warehouse 88" is barely legible through the filth. Upon closer inspection it looks like the door is locked.
GAME CHAT 4a: The Cannith Warehouse
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A steel door hides behind dust and debris. "Cannith Warehouse 88" is barely legible through the filth. Upon closer inspection it looks like the door is locked.
Rolls
Warehouse discovered on the roll of a 1 - (1d4)
(1) = 1
At this moment this salvage crew has not noticed you are here yet.
(To clarify, you are far enough away that you are out of range for combat purposes)
Rolls
Perception check - (1d20+5)
(14) + 5 = 19
"My my my, what a beautiful beast…", he says as he snaps out of it. "I think it’s a little too late for my plan…"
He looks about trying to remember a good place to set a trap. "Perhaps an ambush?"
"My my my, what beautiful beasts we have here. Very lovely indeed. Where in Eberron did you find such fine animals?"
As he gets close to the lead, he makes eye contact and whispers in the same primal tongue.
Animal Friendship
1 enchantment
Casting Time: 1 action
Range: 30 feet
Target: A beast that you can see within range
Components: V S M (A morsel of food)
Duration: 24 hours
Classes: Bard, Druid, Ranger
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends.
Rolls
Stealth, INIT - (1d20+4, 1d20+2)
1d20+4 : (17) + 4 = 21
1d20+2 : (11) + 2 = 13
Rolls
Stealth - (1d20+0)
(14) = 14
Rolls
Stealth - (1d20+5)
(19) + 5 = 24
Initiative - (1d20+0)
(9) = 9
Rolls
Stealth - (1d20+2)
(15) + 2 = 17
Initiative - (1d20+2)
(12) + 2 = 14
Rolls
Salvage Crew Perception Check - (1d20)
(19) = 19
Rolls
Initiative - (1d20)
(10) = 10
2. Yes! If you can Persuade or use Deception (both at Disadvantage) to get them to stop fleeing you could use Subtle Spell with automatically initiating combat by trying to cast the spell.
He makes his way to the warehouse entrance to take a look inside.
"Maybe so Ovak, but I agree with William. We should look."
Rolls
Nature check - (1d20+1+1d4)
(5) + (2) + 1 = 8
Malbor steps closer to the door and reaches his hand out, opening his mind to all the other minds surrounding him, both seen and unseen. He probes beyond the door to find the mind(s) of whatever lies on the other side.
Range/Area: Self
Components: V, S, M(a copper piece)
Duration: Concentration, up to 1 minute
Attack/Save: WIS 13
Source: PHB, pg. 231
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature--what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.
https://www.dndbeyond.com/spells/Detect%20Thoughts
Malbor steps closer to the door and reaches his hand out, opening his mind to all the other minds surrounding him, both seen and unseen. He probes beyond the door to find the mind(s) of whatever lies on the other side.
Range/Area: Self
Components: V, S, M(a copper piece)
Duration: Concentration, up to 1 minute
Attack/Save: WIS 13
Source: PHB, pg. 231
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature--what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.
https://www.dndbeyond.com/spells/Detect%20Thoughts
"It is must be some sort of mechanism or something. There is no intelligence guiding it that I can discern. Best to prepare if we can. Perhaps a trap or some sort of killing field? Best not to fight it in the open if we can avoid it I would think."
Malbor moves farther away from the door.
Her light amber eyes only slightly scanned William, Malbor, & Mordaky. Hope the spoils are good.
Rolls
INIT - (1d20+2)
(11) + 2 = 13
Rolls
Initiative - (1d20+0)
(1) = 1
Rolls
Rust Monsters Initiative - (1d20+1)
(12) + 1 = 13
Dub-Dub 20
Ovak 13 (+2 Dex Modifier)
Rust Monsters 13 (+1 Dex Modifier)
Malbor 1
Mordaky still needs to roll initiative
Dub-Dub you may go ahead an take your turn.
Rolls
Initiative - (1d20+0)
(7) = 7
As he begins to speak, the same clanky effect can be heard resonating in his calm voice.
"Aren’t you two a pair of beauties. You’re among friends here. Did those others lock you in? That was rude of them, wasn’t it?"
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Handling Spells table are added to the spell list of your Spellcasting class.
At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, you can affect one additional beast level above 1st.
Rolls
Rust monster 1 - (1d20-4)
(14) - 4 = 10
Rust monster 2 - (1d20-4)
(15) - 4 = 11
You hear Dub-dub chuckling aloud as he continues to play with the creatures.
Once to the bottom of the stairs, you round a corner and find an old crypt with a stone sarcophagus. The words: "What our dreams imagine, our hands create." are chiseled into stone plaques on each side.
The rest of the room is completely bare of any metal. The foul odour appears to have come from the monsters devouring any trace of iron within the chamber.