the figure is beside the table as you get closer and pull on his hood you see beneath the robe there's another undead but he doesn't react he just stays there motionless, with a bone needle in his hand.
Shade's eyes roll with frustration, "More zombies. This Lord must have been very lonely. Tarlin, stab it in the head and let's move on. I suggest that a few of us double-back to the fork a ways back anf check the other side. Could be a dumping ground for bodies, could be more answers. I don't want to leave any stone unturned or any zombie walking."
(Oh yeah, and I suggest we consider a short rest to take advantage of level ups if that's available :P )
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Bumble nods, leaning on her staff now that she can relax for a moment. "Agreed, Shade. After we rest a bit we should see if there is anything further on in the cave, and check any areas we missed on the way out. We don't want to leave any undead to threaten the villagers after we have moved on."
"It's sad "says the monk " that we cannot bring the missing people back to their families. At least we have been able to give them some peace." He then takes a sip from his waterskin and offers it to Bumble.
This post has potentially manipulated dice roll results.
Tarlin hears Shade's advice, but before transfixing his rapier throw the zombies cerebellum he examines the table and whatever the zombie was sowing. 14Investigation.
(Are we in a general consensus that the lone zombie should be brained, the walking popsicle behind us catches up and is promptly scattered across the floor, the chamber is thoroughly searched (pending rolls), and an appropriate rest is done, if possible, to level-up since no one is terribly injured? Although to be honest, I'd almost forego the level up right now since I'm at 750/900 xp for lvl 3.)
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
OK so investigation rolls with the first ones are enough, the zombie is really not moving since his master poofed. so you just swiftly end him, you take a short rest to level up.
You all fumble around the chamber and find various items like a mess kit, a bed, some clothes. you also find 165 sp, 78 gp and four polished jet gems.Also tucked inside a crevice in the wall you find a metal wand with a blue crystal in the tip it emits a faint blue light.
Shade: you recognize the sigil in the sphere to be the one in your vision from earlier, as you step closer a feeling of dread and cold fills your mind. then a whisper fills your mind "I am", you reach your hand and then boomf! the globe shines and goes to darkness for moment, then a faint white light emerges from it and fills the room.
Bumble: as the sigil becomes bright again you recall your training and the hours studying magic items you recognize this to be a drift globe an item that with the correct magic word can cast the spell light every 12 hours or daylight every day, and floats around you at 10 feet.
Bruce: you look around and see the purple fabrics hanging all around the room.
You all take a minute to process everything you have seen and when you feel the time is right you continue through the passage
An oval cavern opens here, forty feet wide and sixty feet long. Dark purple tapestries hang on the walls. At the center stands a pedestal fashioned of severed arms arranged to clutch one another in a cone. Cradled in the uppermost hands is a glowing crystal sphere. A dark sigil with an eyelike slit floats above the sphere.
You sense no danger coming from it but can't shake the feeling you are being watched.
This post has potentially manipulated dice roll results.
(Investigation: 18)
Rest did not come easily in such a place, but a moment of relative peace was still welcome. Once ready to set out, Shade took the usual place in the middle of the group.
Upon entering the large chamber, Shade felt oddly drawn to the strange altar and floating sigil. While the others went about their own investigations, the changeling paced slowly forward, reaching out through physical and telepathic sight, trying to probe the floating sigil for its secrets.
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
This post has potentially manipulated dice roll results.
Investigation 4
Glancing around uneasily to make sure nothing else was moving in the chamber, Bumble leaned back against a relatively clean stone and settled in for a brief rest. Although the events of this place had been terrible to behold, she felt a satisfaction and relief that they had been able to rid the cavern of its threatening inhabitants with no casualties among her team.
Once ready to depart, Bumble followed her companions into the large chamber with odd tapestries and a the glowing sphere with its grisly support. Stamping down her horror at the sight, she gritted her teeth and walked forward to examine the sphere and the sigil, trying to recognize anything that would give her a hint to it's magical properties or purpose.
This post has potentially manipulated dice roll results.
Investigation 12
Bruce sits with his back against the stone wall of the cavern. The earth on his skin settles him as he watches the others searching the bodies and examining the loot.
Once he has rested he gets up and follows the few teammates that make their way into the large chamber. Feeling uneasy but unsure why Bruce readies his greatsword and watches the walls of the chamber while others check the sigil and pedestal. "I don't like this room."
This post has potentially manipulated dice roll results.
Decus leans against a wall, he can feel the days damages, so he whips out his lute and begins strumming a ditty, infusing it with a soothing magic, it was the first time he had thought to do it, and it seemed to work quite well (OOC: Song of Rest, if you regain hitpoints at the end of this short rest you gain and extra 1d6 hp for free)
OOC: I am down 5 hitpoints so I am going to spend one of my 2 hit dice to heal back up at the end of the rest 12
EDIT: Going to roll my investigation below, though I am not sure it's needed any longer. If nobody else wants the wand with the tip I'll snatch that up, could be interesting.
This post has potentially manipulated dice roll results.
Taman sits with his legs crossed and his feet laying on his legs.He closes his eyes and let his mid rest peacefully. It's difficult for him to meditate due to all the things that had passed in the past hours, but he finally takes some deep breaths and feels his thoughts finally calm down. Once he stands again he feels anew, more attune with his inner energy and ready to continue.
He silently follows the party and looks around the chamber with curiosity:
[OOC: New Hit Dice in case we roll instead of taking the fixed value ( sorry if we had disscued this before I've missed) 5
This post has potentially manipulated dice roll results.
The floating orb does grab Tarlin's attention. After his resting he goes to inspect if the globe is trapped some how, for a floating globe that sheds light is really interesting for him, who does not have darkvision and fights with two-weapons.
This globe might be useful for us in the future. Did any of you searched the tapestries? If I would hide a secret passage in a natural cave it would behind one of those.
you sense nothing here, the cave feels as if the evil that was within it banished, so you start making your way out of the cave. and back to the town you take down the signs and..
roll a d20 for the way home, again only the first 2 will be used.
if you want to do something else post it next to your roll
I agree, lets try to subdue this one, and I promise I will only go for pressure points this time.
Said that, Tarlin starts moving toward the robed creature with rapier and dagger in hand.
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the figure is beside the table as you get closer and pull on his hood you see beneath the robe there's another undead but he doesn't react he just stays there motionless, with a bone needle in his hand.
- - -
What do you do?
- - -
Shade's eyes roll with frustration, "More zombies. This Lord must have been very lonely. Tarlin, stab it in the head and let's move on. I suggest that a few of us double-back to the fork a ways back anf check the other side. Could be a dumping ground for bodies, could be more answers. I don't want to leave any stone unturned or any zombie walking."
(Oh yeah, and I suggest we consider a short rest to take advantage of level ups if that's available :P )
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Bumble nods, leaning on her staff now that she can relax for a moment. "Agreed, Shade. After we rest a bit we should see if there is anything further on in the cave, and check any areas we missed on the way out. We don't want to leave any undead to threaten the villagers after we have moved on."
"It's sad "says the monk " that we cannot bring the missing people back to their families. At least we have been able to give them some peace." He then takes a sip from his waterskin and offers it to Bumble.
PbP Character: A few ;)
Tarlin hears Shade's advice, but before transfixing his rapier throw the zombies cerebellum he examines the table and whatever the zombie was sowing. 14 Investigation.
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(Are we in a general consensus that the lone zombie should be brained, the walking popsicle behind us catches up and is promptly scattered across the floor, the chamber is thoroughly searched (pending rolls), and an appropriate rest is done, if possible, to level-up since no one is terribly injured? Although to be honest, I'd almost forego the level up right now since I'm at 750/900 xp for lvl 3.)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
OOC: I am of the consensus that all Zombies should die, and I am fine leveling up whenever the DM advises me to :D
OK so investigation rolls with the first ones are enough, the zombie is really not moving since his master poofed. so you just swiftly end him, you take a short rest to level up.
You all fumble around the chamber and find various items like a mess kit, a bed, some clothes. you also find 165 sp, 78 gp and four polished jet gems.Also tucked inside a crevice in the wall you find a metal wand with a blue crystal in the tip it emits a faint blue light.
Shade: you recognize the sigil in the sphere to be the one in your vision from earlier, as you step closer a feeling of dread and cold fills your mind. then a whisper fills your mind "I am", you reach your hand and then boomf! the globe shines and goes to darkness for moment, then a faint white light emerges from it and fills the room.
Bumble: as the sigil becomes bright again you recall your training and the hours studying magic items you recognize this to be a drift globe an item that with the correct magic word can cast the spell light every 12 hours or daylight every day, and floats around you at 10 feet.
Bruce: you look around and see the purple fabrics hanging all around the room.
You all take a minute to process everything you have seen and when you feel the time is right you continue through the passage
An oval cavern opens here, forty feet wide and sixty feet long. Dark purple tapestries hang on the walls. At the center stands a pedestal fashioned of severed arms arranged to clutch one another in a cone. Cradled in the uppermost hands is a glowing crystal sphere. A dark sigil with an eyelike slit floats above the sphere.
You sense no danger coming from it but can't shake the feeling you are being watched.
this is the sigil above.
- - -
What do you do?
- - -
(Investigation: 18)
Rest did not come easily in such a place, but a moment of relative peace was still welcome. Once ready to set out, Shade took the usual place in the middle of the group.
Upon entering the large chamber, Shade felt oddly drawn to the strange altar and floating sigil. While the others went about their own investigations, the changeling paced slowly forward, reaching out through physical and telepathic sight, trying to probe the floating sigil for its secrets.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Investigation 4
Glancing around uneasily to make sure nothing else was moving in the chamber, Bumble leaned back against a relatively clean stone and settled in for a brief rest. Although the events of this place had been terrible to behold, she felt a satisfaction and relief that they had been able to rid the cavern of its threatening inhabitants with no casualties among her team.
Once ready to depart, Bumble followed her companions into the large chamber with odd tapestries and a the glowing sphere with its grisly support. Stamping down her horror at the sight, she gritted her teeth and walked forward to examine the sphere and the sigil, trying to recognize anything that would give her a hint to it's magical properties or purpose.
Arcana 12
Investigation 12
Bruce sits with his back against the stone wall of the cavern. The earth on his skin settles him as he watches the others searching the bodies and examining the loot.
Once he has rested he gets up and follows the few teammates that make their way into the large chamber. Feeling uneasy but unsure why Bruce readies his greatsword and watches the walls of the chamber while others check the sigil and pedestal. "I don't like this room."
Perception 19
Decus leans against a wall, he can feel the days damages, so he whips out his lute and begins strumming a ditty, infusing it with a soothing magic, it was the first time he had thought to do it, and it seemed to work quite well (OOC: Song of Rest, if you regain hitpoints at the end of this short rest you gain and extra 1d6 hp for free)
OOC: I am down 5 hitpoints so I am going to spend one of my 2 hit dice to heal back up at the end of the rest 12
EDIT: Going to roll my investigation below, though I am not sure it's needed any longer. If nobody else wants the wand with the tip I'll snatch that up, could be interesting.
Investigation: 20
Taman sits with his legs crossed and his feet laying on his legs.He closes his eyes and let his mid rest peacefully. It's difficult for him to meditate due to all the things that had passed in the past hours, but he finally takes some deep breaths and feels his thoughts finally calm down. Once he stands again he feels anew, more attune with his inner energy and ready to continue.
He silently follows the party and looks around the chamber with curiosity:
[OOC: New Hit Dice in case we roll instead of taking the fixed value ( sorry if we had disscued this before I've missed) 5
Investigation: 8 ]
PbP Character: A few ;)
The floating orb does grab Tarlin's attention. After his resting he goes to inspect if the globe is trapped some how, for a floating globe that sheds light is really interesting for him, who does not have darkvision and fights with two-weapons.
13 Investigation checking for traps.
This globe might be useful for us in the future. Did any of you searched the tapestries? If I would hide a secret passage in a natural cave it would behind one of those.
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Tarlin : you see no traps in or around the globe.
- - -
What do you do?
- - -
Seeing no traps around the globe Tarlin gives the other a clear warning before reaching for it:
Guys, better to step away from me, about 30 ft might be a good idea. I am going for the orb.
When everyone is away, Tarlin reaches for the orb.
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Ezekiel uses his divine sense, to detect any approaching danger.
you sense nothing here, the cave feels as if the evil that was within it banished, so you start making your way out of the cave. and back to the town you take down the signs and..
roll a d20 for the way home, again only the first 2 will be used.
if you want to do something else post it next to your roll
- - -
What do you do?
- - -
On the way back Tarlin spent it examining the orb and asked Bumble if she new what this item was and how it worked.
4
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