@everyone: Calling for investigation or perception checks.
Characters who have played DDAL-DRW-13 Night Thieves have advantage on the check, as they’ve seen Kazit Gul’s research that was recovered from the Doomvault’s Far Realm cysts.
@Samogri: You notice something else during the vision: whenever the Inquest extract magical energy from the unstable test portals, the magic comes from a gigantic body of ice floating in the Far Realm’s night sky. Upon closer inspection, something is inside the ice: a gigantic cross between a crystalline praying mantis and a horrible demon.
As the visions conclude, you and the cultists simultaneously awaken from your trance like state and they immediately become aware of you and scramble to flee through the hall at the far end of the room (bottom right offshoot). You notice something off about them. Their bodies are surrounded by fleeting whispers of shadow. (Becasue you've already seen a dark gift in action, you can tell that's what these are. Hinestly its supposed to require a dc28 arcana check, but, Nah.)
Do you follow them or investigate this area, maybe look up those stairs?
Tetrevess gets a 20 investigation on the bones, and a 26 arcana (in log) . He shakes his head as if he was in a daze, and says "Oh, we're back. The Astral is a bit disorienting to me, sorry i wasn't focused.. what's this? Lets look around, and see what's up those stairs? " He looks at the cloak he's carrying, and puts it on.
A 12-foot-tall slab of stone stands in the center of this room.
Attached to the front of it is Xorvintroth’s Standard. Abovethe standard, ancient Draconic script reads: “Xorvintroth, That Which Survives.”
Xorvintrothian Artifact:
Xorvintroth’s Standard
This war banner is attached to a metal pole lined with tracesof green stone. It has a strange fitting on the metal pole.
Every time a character uses the mimic battery and expends1 charge to activate the artifact, they feel revitalized and gain the benefits of a long rest.
Display Plaques. Attached to the east and west faces ofthe stone slab and to the south wall are three ivory-and-goldplaques that are 3 feet tall. Each plaque shows a carveddisplay of dragonborn performing the ancient city’s threegoals: To be a place of learning; to be a city that seeksenlightenment; and to be a weapon of war for the dragonlords they serve
Each plaque can be removed with a successful DC 18 Strength (Athletics) check or a successful DC 16 Strength check using tinker’s tools. Collectors across the continent are willing to purchase the plaques for 3,000 gp each
“Well- we’ve got a portable hole we can put these stone things in, if you are strong enough to get them off the wall. This standard is quite a potent artifact. We should take it… probably could use it now..” Tetrevess says to Sam. “Oh. Don’t mix portable holes with any other extra dimensional spaces. Important safety tip. Unless you are doing it intentionally to destroy something bad.”
@everyone: Calling for investigation or perception checks.
Characters who have played DDAL-DRW-13 Night Thieves have advantage on the check, as they’ve seen Kazit Gul’s research that was recovered from the Doomvault’s Far Realm cysts.
That would be Sam and Tetrevess.
Amri Perception 16
Amri strongly suspects that the bones are from Dragonborn.
<DC is 18>
Investigation 18
with advantage
before we enter the other room sam would tell T to wear the cloak
@Samogri: You notice something else during the vision: whenever the Inquest extract magical energy from the unstable test portals, the magic comes from a gigantic body of ice floating in the Far Realm’s night sky. Upon closer inspection, something is inside the ice: a gigantic cross between a crystalline praying mantis and a horrible demon.
As the visions conclude, you and the cultists simultaneously awaken from your trance like state and they immediately become aware of you and scramble to flee through the hall at the far end of the room (bottom right offshoot). You notice something off about them. Their bodies are surrounded by fleeting whispers of shadow. (Becasue you've already seen a dark gift in action, you can tell that's what these are. Hinestly its supposed to require a dc28 arcana check, but, Nah.)
Do you follow them or investigate this area, maybe look up those stairs?
Amri will investigate the pile of dragonborn bones.
Tetrevess gets a 20 investigation on the bones, and a 26 arcana (in log) . He shakes his head as if he was in a daze, and says "Oh, we're back. The Astral is a bit disorienting to me, sorry i wasn't focused.. what's this? Lets look around, and see what's up those stairs? " He looks at the cloak he's carrying, and puts it on.
Sorry, typo. I meant DC18 arcana, not 28. Same thing in the other thread, if you noticed. I'm on a roll.
Yup. Dragonborn alright. Maybe belonged to the folks whose memories were summoned.
While you examine them, you hear chanting coming from the way the cultists ran.
"Very well," replies Amri, and he leads the way up the staircase, attempting to be stealthy, but needing a torch to see.
Stealth 18
(LOL. Well, then. Pippen at the well of Moria I guess.)
A 12-foot-tall slab of stone stands in the center of this room.
Attached to the front of it is Xorvintroth’s Standard. Abovethe standard, ancient Draconic script reads: “Xorvintroth, That Which Survives.”
Xorvintrothian Artifact:
Xorvintroth’s Standard
This war banner is attached to a metal pole lined with tracesof green stone. It has a strange fitting on the metal pole.
Every time a character uses the mimic battery and expends1 charge to activate the artifact, they feel revitalized and gain the benefits of a long rest.
Display Plaques. Attached to the east and west faces ofthe stone slab and to the south wall are three ivory-and-goldplaques that are 3 feet tall. Each plaque shows a carveddisplay of dragonborn performing the ancient city’s threegoals: To be a place of learning; to be a city that seeksenlightenment; and to be a weapon of war for the dragonlords they serve
Each plaque can be removed with a successful DC 18 Strength (Athletics) check or a successful DC 16 Strength check using tinker’s tools. Collectors across the continent are willing to purchase the plaques for 3,000 gp each
“Well- we’ve got a portable hole we can put these stone things in, if you are strong enough to get them off the wall. This standard is quite a potent artifact. We should take it… probably could use it now..” Tetrevess says to Sam. “Oh. Don’t mix portable holes with any other extra dimensional spaces. Important safety tip. Unless you are doing it intentionally to destroy something bad.”
Assuming you get those things of the wall, where to next?
You've got:
A hallway
A doorway
A stairway
REST plz
(Do you want the Athletics rolls, or are we just saying we eventually succeed?)
(Sounds like Sam needs a recharge. After, shall we take the corridor to the left?)
Sam will grab the stand and use the mic battery to do a long rest