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Full Version: A Dohwar, a Giff, and a Satyr walk into a bar [IC Thread]
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(04-12-2021, 01:18 AM)Rupert Gladestone Wrote: [ -> ]Rupert will let Melville and Bazz check the bags and the chest first. Then he will look for obvious chests. [+5 Perception]

[[OOC: Obvious chests?  There is just the one, you don't need to a roll for that.]]
[OoC: I'm pretty sure Rupert is the best at searching for traps.  He just can't disable them without the tools  proficiency.]

Bazz will carefully look for traps along the floors and finally the closest bag.

[Perception +3]
[[OOC: I think you are right, just based on the bonuses.]]

Both of you surveying the room reveals no indications of traps on the floor, first hammock, or first bag.
Ag first then the hammock.
*Ag = Bag
Checking the first bag reveals a small golden locket with a drawn portrait of a lizardfolk, a couple of small books of bound leaves bearing white script. One is written in Lizardfolk and the other is written in Giant.  There is also 17 silver pieces in a small leather pouch.  Finally there is a dagger in a leather sheath.

The hammock still has a mix of tanned furs wrapped up in it, but otherwise holds nothing of interest.
Is Melville's detect magic still up? if so he will scan teh room slowly. If not he will move forward, helping to search for possible traps.
One of the bags and the chest contain some kind of magical auras.
Rupert will carefully examine the above said bag and then the chest looking for traps or possible magical markings (ie. Wards)
There is no indication of traps, sigils or wards on either of those items.  Looking a little closer at the chest, Melville can detect a magical aura both inside the chest and around the lock and lid of the chest itself.