The Wandering Archipelago (D&D 5e)

Home to all current Forum Games.
User avatar
Dlover
Game Master
Posts: 14130
Location: Somewhere. Probably.

Re: The Wandering Archipelago (D&D 5e)

Post by Dlover » Mon Apr 22, 2019 6:40 pm

Now would probably be a good time for Mehr to finish his examination of the staff.

As Varsk explains what had been overheard, Mehr shakes his head,"I don't know. It all seems impossible to believe, but there can be no denying that the elder possesses power, and I have no doubts in the powers of the Dragons. Still... It is not easy to believe such a tale."
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

User avatar
thinkslogically
Game Master
Posts: 17223
Location: Florida

Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Mon Apr 22, 2019 7:09 pm

((Mehriv can give me a nature or history check on dragon lore if he wants))

User avatar
Dlover
Game Master
Posts: 14130
Location: Somewhere. Probably.

Re: The Wandering Archipelago (D&D 5e)

Post by Dlover » Mon Apr 22, 2019 8:41 pm

My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

User avatar
WearsHats
Global Moderator
Global Moderator
Posts: 7384
UStream Username: WearsHats
Location: Third star to the left, and straight on until midafternoon.

Re: The Wandering Archipelago (D&D 5e)

Post by WearsHats » Mon Apr 22, 2019 10:46 pm

(Kal had taken some of the glowing moss to mark the walls for the sake of those without night vision. Not sure if that would work or how much difference it makes.)

Perception: 1d20+1 = [17] = 18
Mostly offline/inactive due to chronic health issues. PM me if you really need attention.

"(Asks), why do you want to shoot all of my favorite animals out of guns?" - JibJib

Some potentially informative links, should you be interested:
► Show Spoiler

User avatar
Dusk9
Games Moderator
Posts: 8012
Location: Somewhere in the British Isles (exact location unknown).

Re: The Wandering Archipelago (D&D 5e)

Post by Dusk9 » Thu Apr 25, 2019 12:50 pm

"The enntrance is enchanted with teleportation magic, but I cannot determine iff it is safe to use. This is the secondary entrance?"

"Oh? Shame, teleporting coulda been useful. And yah, this looks like the place."

"I wwill aid you."

As Shossk does his magic, and the earth starts moving itself, Locke looks between it and his dirty paws.

"...neat trick."

User avatar
spiderwrangler
Game Master
Posts: 21091

Re: The Wandering Archipelago (D&D 5e)

Post by spiderwrangler » Thu Apr 25, 2019 1:19 pm

Korrik does some handsprings with his one good hand as he follows the others down this tunnel that looks like all of the other tunnels.
Games I GM:
► Show Spoiler
Games I play in:
► Show Spoiler

User avatar
thinkslogically
Game Master
Posts: 17223
Location: Florida

Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Sat Apr 27, 2019 9:37 am

Druid Group

Gwen's sleep...
► Show Spoiler
((I'm going to pause Varsk and Mehriv for now, but your morning studies determine that you have a Javelin of Lightning and that the strange, scary staff requires attunement. Were you IDing that as well?

Traced into the Javelin of Lightning, Mehriv eventually deciphers the command word "Vaira")).

------------------------------------------------------------

Lizard Group

Korrik, somewhat bored by the winding tunnels, entertains himself by acrobating himself along for fun. It seems to annoy Arok.

Kal stops suddenly, gravel and mud skittering underfoot as he puts his hands out to brace himself against the sides of the tunnel in front of a sudden steep drop, that slopes away ahead of him down a sheer slab of muddy rock into a small, dark gap in the rock that continues into the darkness. Korrik is certain he sees a glimpse of a wet, strangely distorted skull and humanoid bones, as though he's looking at it through water, but on a second look, sees nothing but velvety blackness. The smell of rot and mould is stronger from below, but there's a sharp tang to the scent as well that mutes the worst of it. Above and ahead there is a small, wet ledge. It is about 3-4 feet wide, about 10 feet ahead and 15-20 feet above Kal's head, and a steady dribble of cloudy water drips off the ledge. The stone around the ledge is the same wet, rock that the tunnels are carved from.

------------------------------------------------------------

Temple Group

Shossk decides not to pursue the magical door any further and returns to Locke, casting Mold Earth to speed up the excavation, leaving a tangle of exposed vines and roots for Locke to work on. After a few minutes work, the worst is cleared away and the pair are left looking at a heavy, beautifully-made, carved stone and wood door. Two large, ornate keyholes made of what appears to be ivory and a weathered, silvery metal are now clearly visible.

User avatar
SuperVaderMan
Extensively Logorrheic
Posts: 6177

Re: The Wandering Archipelago (D&D 5e)

Post by SuperVaderMan » Sat Apr 27, 2019 10:51 am

Shossk stares at the unearthed door. Two keyholes? Possibly for security, as one key would not be enough to open it. What Shossk is more interested in is whether there are any other security measures in place. Do these doors have any means to ward off illicit entry? He asks his deity for Guidance once more as he examines the entrance.

((Checking for traps!))
Investigation w/ Guidance on second Temple door: 1d20+4+1d4 = [10] = 17

User avatar
thinkslogically
Game Master
Posts: 17223
Location: Florida

Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Sat Apr 27, 2019 11:12 am

((The syntax on that roll is weird... Anyway, what part of the door exactly are you looking at and are you touching it?))

User avatar
Dusk9
Games Moderator
Posts: 8012
Location: Somewhere in the British Isles (exact location unknown).

Re: The Wandering Archipelago (D&D 5e)

Post by Dusk9 » Sat Apr 27, 2019 11:13 am

Locke will help Shossk investigate (giving him advantage if that's okay?).

And assuming nothing is found, he then pops out his lockpicking tools and sets to work on the first of the keyholes.

Thieves' Tools: 1d20+8 = [3] = 11

Huh...turns out ancient stone locks are kinda tough.

User avatar
thinkslogically
Game Master
Posts: 17223
Location: Florida

Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Sat Apr 27, 2019 11:23 am

((Advantage on checking for traps, right? That's fine, though I'm just waiting for clarification on what exactly is being checked :) ))

User avatar
SuperVaderMan
Extensively Logorrheic
Posts: 6177

Re: The Wandering Archipelago (D&D 5e)

Post by SuperVaderMan » Sat Apr 27, 2019 11:30 am

((I don't... know? What parts of a door do you check for traps? :lol: I suppose he'll look along the edges of the door, and the lock itself?? Which is fine for mundane traps, but if there's anything magical in nature then I don't think there's anywhere specific you can look? Just don't touch it in that case.))

Investigation w/ Guidance (ADV w/ Locke): 1d20+4+3 = [16] = 23

User avatar
thinkslogically
Game Master
Posts: 17223
Location: Florida

Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Sat Apr 27, 2019 11:32 am

((stuff like the doorframe, the base of the door ("doormat" area), locks, handles, checking for markings etc. I guess. Checking for magical traps would be an arcana check))

User avatar
SuperVaderMan
Extensively Logorrheic
Posts: 6177

Re: The Wandering Archipelago (D&D 5e)

Post by SuperVaderMan » Sat Apr 27, 2019 11:41 am

((Can I just say "yes, all of that" where relevant? I don't understand the limits on what my roll encompasses. And I can add an Arcana check to that I suppose.))

Arcana check on second Temple door w/ Guidance: 1d20+6+1d4 = [13] = 22

User avatar
Arch Lich Burns
Will NOT Shut Up!
Posts: 17412
UStream Username: burnsbees
Location: Behind you
Contact:

Re: The Wandering Archipelago (D&D 5e)

Post by Arch Lich Burns » Sat Apr 27, 2019 12:05 pm

"I wanted to learn more. to see what the world has to offer. I wasn't really capable of doing much by myself. So with it's help I learned some new things. I actually wanted to speak with it tonight.

Who are you and how did you get into my dreams?"

User avatar
thinkslogically
Game Master
Posts: 17223
Location: Florida

Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Sat Apr 27, 2019 12:37 pm

((ok, so the deal with checking for traps, and not being a rogue or having a background that would covey some level of experience, is that how you do it matters and so it's more on you as a player to decide the details of what you're up to. So if you decide you're going straight for the lock but the doorstep is trapped, you'll set it off regardless for example. Perception (including passive) is a roll for noticing out-of-place or unusual things in general, investigation is a focused search for a particular thing, like a trap)).

User avatar
SuperVaderMan
Extensively Logorrheic
Posts: 6177

Re: The Wandering Archipelago (D&D 5e)

Post by SuperVaderMan » Sat Apr 27, 2019 12:59 pm

((So what am I rolling for then, one specific part of the door? Can I roll History first to recall what kinds of security measures might be in place on these doors and where, so I know where to check? Should I let Locke do all the trap-searching in the future, since it sounds like he doesn't have to be specific?))

User avatar
thinkslogically
Game Master
Posts: 17223
Location: Florida

Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Sat Apr 27, 2019 2:58 pm

((nah, you can roll for the whole thing if you want to, I just wanted to clarify because it changes the DC If you're doing a general check of the whole space or a specific check of something. And yes, Locke would have an easier time IC with these kinds of tasks but that doesn't mean you can't try :) ))

User avatar
SuperVaderMan
Extensively Logorrheic
Posts: 6177

Re: The Wandering Archipelago (D&D 5e)

Post by SuperVaderMan » Sat Apr 27, 2019 3:05 pm

Shossk contemplates the door, trying to recall whether these elven temples employed security measures on such entrances in any way, and how. If he gains any insight as to how, he'll let that direct his examination of the door.

History check w/ Guidance on second Temple door: 1d20+4+1d4 = [16] = 23

((Otherwise, if this doesn't narrow it down, the previous Investigation/Arcana for the whole door stands))

User avatar
Dlover
Game Master
Posts: 14130
Location: Somewhere. Probably.

Re: The Wandering Archipelago (D&D 5e)

Post by Dlover » Sat Apr 27, 2019 5:41 pm

((The staff was actually the priority for identifying, since it seems like it could be kinda evil, but being able to tell Kroshav how to work his fancy javelin is beneficial too))
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

User avatar
spiderwrangler
Game Master
Posts: 21091

Re: The Wandering Archipelago (D&D 5e)

Post by spiderwrangler » Sat Apr 27, 2019 9:09 pm

((Kroshav is Sir-Not-Appearing-In-This-Game. Though he'd love a fancy javelin.))
Games I GM:
► Show Spoiler
Games I play in:
► Show Spoiler

User avatar
Dlover
Game Master
Posts: 14130
Location: Somewhere. Probably.

Re: The Wandering Archipelago (D&D 5e)

Post by Dlover » Sat Apr 27, 2019 10:43 pm

((Damn it, I can't keep all the names straight. Varsk, that's the one.))
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

User avatar
WearsHats
Global Moderator
Global Moderator
Posts: 7384
UStream Username: WearsHats
Location: Third star to the left, and straight on until midafternoon.

Re: The Wandering Archipelago (D&D 5e)

Post by WearsHats » Sun Apr 28, 2019 2:31 am

Kal turns to their lizard escort. "That sharp scent in the air... Is that what the fungus we're looking for smells like? Do you recognize any of the odors in this chamber?"
Mostly offline/inactive due to chronic health issues. PM me if you really need attention.

"(Asks), why do you want to shoot all of my favorite animals out of guns?" - JibJib

Some potentially informative links, should you be interested:
► Show Spoiler

User avatar
Rodgeir
Practiced Orator
Posts: 7557

Re: The Wandering Archipelago (D&D 5e)

Post by Rodgeir » Sun Apr 28, 2019 3:19 am

Varsk picks up the identified lightning javelin and heads a short ways off and says,

"Vaira."

To see what happens.

User avatar
thinkslogically
Game Master
Posts: 17223
Location: Florida

Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Fri May 24, 2019 9:05 am

Gwen
► Show Spoiler
--------------------------------------------------

Varsk

Varsk speaks the command word and throws the javelin. As it flies, a 5-foot wide path of lightning extends out around it, and when it judders to a stop in the ground about 40 feet away, the blast of lightning crackles and arcs forward into the forest, extending about another 80 feet forwards into the trees.

---------------------------------------------------

Temple Group

The pair take a look at the door, and it doesn't take long for Locke to have his thieves tools out and ready to go. Shossk hisses a warning just in time though, as he realises that both of the locks are marked with arcane sigils for thunder and poison... ON closer inspection, neither seems to be a lock at all, just a recessed "keyhole" with nothing inside. Hmm.

----------------------------------------------------

Lizard Group

Kal turns to Arok and inquires about the smell. She shrugs and shakes her head.

"I don't know what the fungus you're searching for smells like, but that smell is bad. Moulds and slimes live in the cracks to eat animals and people who fall from the rocks and can't escape. That smell is a slime. Don't fall in."

Post Reply