Avery remains on guard, still will look at the room itself, and the strange markings. Then he will take up a security position at the other door, so the rest of the party can investigate the room: Perception: 10 Arcana: 10 History: 3 Investigation: 19
The markings seem to be meaningless gibberish written with soot and coloured pigments. Phrases like, "Hold it on its own. Bring nothing back from the dark..." and "She is the light in the night. No one hears, no one sees me." When you take up position in the southwest, you see a hallway that swings to the north and sharply turns back around. You also hear some muffled noises coming from around the corner.
(OOC: How big is this room with the crazy gibberish on the walls? Is it ~40' north-to-south? Or smaller than that? Are there any windows in the walls, especially the south wall? Xanrym is trying to get a sense of whether we're at southern corner of the temple footprint here or whether there are still rooms south of this one.)
The markings seem to be meaningless gibberish written with soot and coloured pigments. Phrases like, "Hold it on its own. Bring nothing back from the dark..." and "She is the light in the night. No one hears, no one sees me."
Xanrym holds up his lantern to look at the writing. Then he looks over to Theldrin and raises his eyebrows in concern.
You also hear some muffled noises coming from around the corner.
Since the bells at the first door already gave them away, when he hears noises, Xanrym calls out, "Hello? Are you still there?" He listens for a few seconds and then continues, "We come with a message for her. Explictica Defilus!"
If no one answers, Xanrym moves forward to stand just beside the doorway, on the north side with his back pressed against the east wall of this room, facing his companions. Not seeing any creatures or other dangers here, he agrees with Liarin that they should just move forward. He swings around the doorjamb to take a quick look up the hallway that heads north with his lantern. Then he pulls back into the current chamber, again leaning against the wall next to the door and whispers to the others, "Just go? Or shall I check the hallway for traps?"
Theldrin returns Xanryms look with a frown, nodding slightly with a scowl as he looks at the writings on the wall. He then quickly turns his attention to the muffled sounds coming from around the corner, readying a Fire Bolt in case anything attacks from that area. He waits with anticipation to see what happens next.
If no one answers, Xanrym moves forward to stand just beside the doorway, on the north side with his back pressed against the east wall of this room, facing his companions. Not seeing any creatures or other dangers here, he agrees with Liarin that they should just move forward. He swings around the doorjamb to take a quick look up the hallway that heads north with his lantern. Then he pulls back into the current chamber, again leaning against the wall next to the door and whispers to the others, "Just go? Or shall I check the hallway for traps?"
Scratch that last part. Xanrym moves south, next to the door to the SE, looks once up the hall, but...
Xanrym - When you call out you hear a faint little laugh, then muffled footsteps moving away.
...hearing footsteps moving away, he hisses to his companions, "It sounds like they're getting away. We have to go! Now!" He's not certain that he's right. Perhaps the giggling was about some trap the party just walked into, but Xanrym feels that they'll be better off finding the source of the laughter vs. waiting longer in this supposedly empty chamber.
You all move around the hallway, when you make it around the corner, you see a man running through an archway into the next chamber. You catch a glimpse of the blue robes of a cleric. His laughing gets higher pitched as he runs.
You run into the next room, which is a bedroom of some kind. It is decorated in a bizarre fashion. There is a dirty straw pallet on the floor, yet two soft and expensive armchairs rest at a low table. A beautiful robe hangs on the wall above a battered, locked chest, while the floor is strewn with muddy rags. An exquisitely crafted wooden desk has been placed near the northeast corner of the room. At various points around the walls, small iron hooks for hanging tapestries have been set into the stone.
In the northeast corner of the room, you see the same man you saw before wearing a helmut with a hood pulled over the top. He looks at you all and makes a viscous smile as he leaves the room, pulling the door shut. You hear him barring it from the other side, giggling uncontrollably to himself. You also hear someone else from in the next room, a muffled scream, maybe of a young woman.
You smash the door open and push back the man behind it, throwing him to the floor. This large room is dirty and unkempt, with shards of rock lying around four crude granite statues standing about the room in haphazard locations. In the southeast corner is a polished jade figure of a snake with a female human head that is set apart from the other statues by its obviously superior crafting and material. Near it, a small cage with iron bars holds the listless figure of a young woman. In addition, two brass-bound chests sit next to the east wall.
The man steps up, giggling. "The snake mother, she is the darkness. Also, a crocodile stole my teeth, he STOLE MY TEETH!" He pulls out a mace and runs at you, swinging wildly. Initiative:
Group 1: Avery, Theldrin, Xanrym
Group 2: The Evil Priest
Group 3: Liarin
Avery, Theldrin, and Xanrym are up first. The priest is running at you with his mace, laughing maniacally.
Theldrin briefly considers that the party is hoping to capture a cultist and try to get information from them, yet this priest seems to be insane. Having to make a quick decision he instinctively shoots a Fire Bolt at the priest as he advances towards Avery.
Attack: 10 Damage: Unable to parse dice roll.
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Avery remains on guard, still will look at the room itself, and the strange markings. Then he will take up a security position at the other door, so the rest of the party can investigate the room: Perception: 10 Arcana: 10 History: 3 Investigation: 19
Yes, he did. Sorry if I did not mark on my character sheet (was at the beach and the fish were biting...) hp return: 7
The markings seem to be meaningless gibberish written with soot and coloured pigments. Phrases like, "Hold it on its own. Bring nothing back from the dark..." and "She is the light in the night. No one hears, no one sees me." When you take up position in the southwest, you see a hallway that swings to the north and sharply turns back around. You also hear some muffled noises coming from around the corner.
Liarin follows Avery and nods for him to lead on.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
👍
Xanrym holds up his lantern to look at the writing. Then he looks over to Theldrin and raises his eyebrows in concern.
Since the bells at the first door already gave them away, when he hears noises, Xanrym calls out, "Hello? Are you still there?" He listens for a few seconds and then continues, "We come with a message for her. Explictica Defilus!"
If no one answers, Xanrym moves forward to stand just beside the doorway, on the north side with his back pressed against the east wall of this room, facing his companions. Not seeing any creatures or other dangers here, he agrees with Liarin that they should just move forward. He swings around the doorjamb to take a quick look up the hallway that heads north with his lantern. Then he pulls back into the current chamber, again leaning against the wall next to the door and whispers to the others, "Just go? Or shall I check the hallway for traps?"
Theldrin returns Xanryms look with a frown, nodding slightly with a scowl as he looks at the writings on the wall. He then quickly turns his attention to the muffled sounds coming from around the corner, readying a Fire Bolt in case anything attacks from that area. He waits with anticipation to see what happens next.
Xanrym - When you call out you hear a faint little laugh, then muffled footsteps moving away.
You can tell that you are at the south-western corner of the temple. Little slits in the wall to the south show the darkness outside.
I'll let you all decide what you want to do next.
Scratch that last part. Xanrym moves south, next to the door to the SE, looks once up the hall, but...
...hearing footsteps moving away, he hisses to his companions, "It sounds like they're getting away. We have to go! Now!" He's not certain that he's right. Perhaps the giggling was about some trap the party just walked into, but Xanrym feels that they'll be better off finding the source of the laughter vs. waiting longer in this supposedly empty chamber.
Avery will cautiously advance, concerned they are being led into a possible ambush. Perception: 4
You all move around the hallway, when you make it around the corner, you see a man running through an archway into the next chamber. You catch a glimpse of the blue robes of a cleric. His laughing gets higher pitched as he runs.
Looks something like this
Theldrin moves forward with the others, ready to continue pursuit unless anyone seems to think it's not a good idea.
Liarin urges to move forward, traps be damned.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
You run into the next room, which is a bedroom of some kind. It is decorated in a bizarre fashion. There is a dirty straw pallet on the floor, yet two soft and expensive armchairs rest at a low table. A beautiful robe hangs on the wall above a battered, locked chest, while the floor is strewn with muddy rags. An exquisitely crafted wooden desk has been placed near the northeast corner of the room. At various points around the walls, small iron hooks for hanging tapestries have been set into the stone.
In the northeast corner of the room, you see the same man you saw before wearing a helmut with a hood pulled over the top. He looks at you all and makes a viscous smile as he leaves the room, pulling the door shut. You hear him barring it from the other side, giggling uncontrollably to himself. You also hear someone else from in the next room, a muffled scream, maybe of a young woman.
Liarin is running pretty much full tilt at the door, shifting into the form of a tremendous bear to break it down.
Strength Check: 19
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Avery will add his strength with Liarin, strength: 15
You smash the door open and push back the man behind it, throwing him to the floor. This large room is dirty and unkempt, with shards of rock lying around four crude granite statues standing about the room in haphazard locations. In the southeast corner is a polished jade figure of a snake with a female human head that is set apart from the other statues by its obviously superior crafting and material. Near it, a small cage with iron bars holds the listless figure of a young woman. In addition, two brass-bound chests sit next to the east wall.
The man steps up, giggling. "The snake mother, she is the darkness. Also, a crocodile stole my teeth, he STOLE MY TEETH!" He pulls out a mace and runs at you, swinging wildly. Initiative:
Group 1: Avery, Theldrin, Xanrym
Group 2: The Evil Priest
Group 3: Liarin
Avery, Theldrin, and Xanrym are up first. The priest is running at you with his mace, laughing maniacally.
Theldrin briefly considers that the party is hoping to capture a cultist and try to get information from them, yet this priest seems to be insane. Having to make a quick decision he instinctively shoots a Fire Bolt at the priest as he advances towards Avery.
Attack: 10 Damage: Unable to parse dice roll.