Gameplay

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May 5, 2025 1:41 pm
Osstaer is about to go into the room when he sees everyone else go in first and rummage through. He hears the voice and decides to stay in the doorway to the room and watch to see what the voice says to the others. One person said they weren't the person they asked for, while the other said they were. Will the voice say something different to each person, or address the whole room at once?
May 5, 2025 2:42 pm
Satisfied with her investigation, Yvandra joins Osstaer at the doorway. She is about to call in to the group about the lever when she is stopped by the voice coming out of one of the doors. As multiple people answer, she waits to see what happens next.
May 5, 2025 2:53 pm
Alvin does not find any lit spirit lamps so he starts looking through the drawers. He soon finds what he is looking for: a metal tinderbox and some candles, which will be good if they continue through the darkness down there. Before he grabs them, he looks for traps as the skeleton outside and its trick has spooked him. He nods absentmindedly as the others discuss what they should do with the discovery as he concentrates on checking for traps.
May 5, 2025 4:08 pm
For Sylvana:

The name "Janar" doesn't ring any bells.

For everyone:

The voice replies to your questions by saying "please, let me out, I've been stuck in here for ages!"

I'll assume that you'll want to open the door at some point, so I'll give you a description of the room beyond. I'll assume that you're acting with a high degree of caution, on alert for any trick or ambush.

Opening the door reveals a mid-size rectangular room. The east wall is occupied entirely by a huge floor-to-ceiling bookshelf, full of ancient-looking tomes. There is a small ladder on the south side of the bookshelf.

Built into the west wall is what appears to be a large ornate fireplace. The fireplace is not lit. In front of the fireplace, there is a comfortable-looking armchair, and a rectangular wooden table. At the centre of the wooden table, there is a transparent crystal orb, mounted on a small golden stand. There is a skeleton sitting in the armchair, wearing dusty blue robes. The skeleton appears to be inert and unmoving.

There's an iron chest pushed up against the south wall of the room. Near the chest, in the south-west corner of the room, there is a chest-high stone pedestal, with a large golden cage sitting on top of it. The cage resembles a particularly sturdy-looking birdcage. The cage currently contains a small imp-like creature, roughly humanoid in shape, but bearing the wings of a bat, the tail of a scorpion, and the warty green-black skin of a toad.

The imp hisses "get me out of here! I've been trapped since the old bastard dropped dead!"

What do you want to do?
May 5, 2025 4:19 pm
Yes, sure, let's do nothing. Keeper answer to Davril seeing Alvin not answering him and Davril directly opposing.
Keepr sits down on the table legs crossed and start meditating.
May 5, 2025 5:47 pm
Hiro drops acrobatically to the floor of the dungeon. He strides to the statue, picks up a goblet, grabs a handful of gold coins from the chest, and sets his goblet under the amphora.
Last edited May 5, 2025 6:11 pm
May 6, 2025 1:12 pm
Holg asks the imp gruffly, If I let you out, can I have that Crystal Orb? What happens if I go touch it?
May 6, 2025 3:59 pm
After pocketing athame she happily dangles the blades in her fingers. Hey Jaws, look what i got! She shows him the blade in her hands as she follows the lot to the room with the skeleton.
May 6, 2025 4:07 pm
The Lizardfolk grumbles and follows, the lot into the room.

In the room the lizardfolk notices the wizard skeleton and his eyes glisten, just to not get struck by a magical trap he shakes the skeleton out of the chair and if nothing funny happens he begins to look trough the bones, picking some out that could be used as clubs, javelins or darts. Asa... Give me the knife, i need it.

He takes the blade and tries to carve a couple of darts out of the rib bones, or at least start the process...
[ +- ] Cunning Artisan.
Last edited May 6, 2025 4:08 pm
May 6, 2025 6:23 pm
As the rest of the group talks to the creature in the cage, Osstaer looks for anything he thinks might be worth trying to get his magic working again, even if all he can use is one cantrip gain.
May 6, 2025 6:24 pm
Davril understand Keeper's frustration in not taking action. He reassures himself that it is better to wait and not waist potential supplies. He then goes and helps Oostaer and hopes to maybe find a knife or knife-like object as the other person did.
May 7, 2025 5:11 pm
For Holg:

The imp replies that if you let him out, you can have any of the wizard's treasures. He's not sure what will happen if you touch it, he claims that he's "not a wizard, so how should I know".

For Jaws:

You shake the skeleton out of the chair. It falls to the ground, as you might expect. As you pick through the bones, you note that most of them are too dry and brittle to be much use, but the femurs could serve as a pair of daggers, if properly sharpened and worked. I'll assume that you want to get started on this process. As you search, you also uncover a keyring with three keys on it, and a pouch of fragrant dried herbs.

For Osstaer:

Looking through this room and the previous room, you see what was described previously. Inspecting the potion shelf more closely, a few of the bottles, jars and small items catch your eye. You see the following:

- A glass jar full of purple-blue spores, and what looks like cut-off pieces of some kind of fungus.
- A glass jar full of orange-red powder, mixed with some bits of what looks like insect shell of the same colour.
- A glass jar full of dark liquid, with wisps of thick black smoke coiling around inside the sealed jar.
- A glass jar full of some kind of preserving fluid, with a few fat maggot-like creatures floating around in the liquid.
- A glass marble, with wispy white smoke inside. .
- A small, stubby candle, made of purplish-black wax.
- A jar of greasy white ointment.
- A large preserved birds wing, with golden feathers.

What do you want to do, players?
May 7, 2025 5:55 pm
Jaws gives the bag and keys to Asa, then sits down in a safe looking corner and begins to work with the bones he found.
OOC:
@Diogenes Yes, you understood correctly, Jaws will start working on the fermus, if the characters spend more than an in game hour here he finishes a dagger if not, then the work is at least set in progress. If we spend here 2 in game hours Jaws plans on finishing both daggers
Last edited May 7, 2025 6:01 pm
May 7, 2025 6:00 pm
The pale woman takes the bag and the ring of keys. Hey! Friends! Where there are keys there are keyholes, and those usually hide valuables. Do you see any?.... Also i found the funny magicians bag, anyone interested in taking a closer look? She gives the crowd a toothy grin, showing of Jaws findings.

Then she feels inside the funny magicians bag and takes a peek inside before she begins to look around for any keyholes.
OOC:
I persume that the bag Jaws found is a components pouch.
Last edited May 7, 2025 6:03 pm
May 7, 2025 6:00 pm
Hiro departs from the statue, a handful of gold coins, clinking in his pocket, our half-elven fellow sashays to the skeletally-minded wizard’s room.
Oh, there you are, Hiro says to Holg. As the half-orc greets him he habds him the dagger, Hiro adds, Sorry about Himo. Sorrowfully, Hiro places the silver dagger along his belt.
May 7, 2025 6:06 pm
After inspection, as there does not appear to be any issues or traps in taking the tinderbox and candles, Alvin pockets the candles and takes out the tinderbox. He lights up a couple of spirit lamps. He takes one and puts it near Keeper as he meditates so he may do with it as he likes. He does not want to disturb him in his concentration.

He then takes the other spirit lamp and pockets the tinderbox. He follows the others to the next room. He will look for traps in the new room as the others decide what to do with the imp. He follows Asa as she looks for keyholes, carefully stepping and looking for traps as she does so.
Last edited May 7, 2025 6:13 pm
May 7, 2025 6:10 pm
Yvandra nods at Alvin's acquiring a means of illumination. As Alvin checks out the next room, she puts her ear up to the northern door in the workshop, listening for what might be on the other side.
May 7, 2025 6:21 pm
Keeper decides it is enough of meditating and looks for possible hidden doors north of both rooms and east of the room with table

Rolls

Perception - (1d20+5)

(3) + 5 = 8

May 7, 2025 8:53 pm
I don’t see much treasure ‘round here, Holg replies to the imp. Maybe we’ll just take you for now. Holg habds the silver dagger to Hiro, with kind half-human greeting. Then, he walks up and grabs the cage.
OOC:
Does the cage have a handle, or do I just have to carry it with both hands underneath it?
May 8, 2025 2:15 pm
For Jaws:

You begin work on the bones.

For Hiro:

I forgot to mention this in the previous post, but when you put the goblet down under the amphora, and took the coins out of the stone treasure chest, the statue gave another rumble, and more red wine began pouring out of the amphora. It overflowed the goblet you placed down, and splashed onto the floor in front of the statue. The goblet is sitting there, full of red wine.

For Asha:

The magician's bag is just full of dried fragrant herbs. As for keyholes, you see a one on the golden cage containing the imp, and one on the iron chest at the south end of the room. Both of these containers appear to be locked, and have a matching key on the keyring.

For Alvin:

You take the tinderbox and candles, and light two of the spirit lamps, putting one near Keeper. The new room doesn't seem to have any traps that you've noticed.

For Yvandra:

You listen at the northern door. You hear no sound on the other side, and there is no sign of traps. With this considered, I'll assume you want to open the door, revealing the room beyond.

For Keeper:

After searching, you find no hidden doors, just those previously described.

For Hiro:

You'd have to carry the cage in both hands, holding it close to your chest for leverage. It has a ring handle on top, but with the imp inside, it'd be too heavy to carry in this way.

For everyone:

The northern door is opened. Inside, is a rectangular room. There's a blacksmith's work station built near the far north wall. A variety of blacksmith's tools (hammers, tongs, chisels, etc.) hang on the north wall, and built into the north wall itself, there is a small furnace with a connected chimney. In front of the furnace, there is a wooden anvil stand, with a well-worn anvil sitting on top.

On the eastern wall of the room, there is a dusty weapon rack, covered with cobwebs. The weapon rack contains mundane-looking melee weapons (spears, maces, axes, swords, daggers, etc). You don't see any ranged weapons. There is another weapon rack on the north wall of the room, to the left of the forge. It looks much the same as the first one. There's an iron quenching trough towards the south-east quadrant of the room. The quenching trough is full of stagnant water.

There's a full suit of plate armour in the south-west corner of the room. It is standing in place, likely mounted on a stand of some kind. The armour is dusty and covered in cobwebs, like it hasn't been moved or worked on in years. There's a closed wooden door on the west wall of the room.

What do you want to do?
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