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Xanrym continues mocking the skeletons. He targets the one next to Avery, who was looking pretty beat up before. He says, "Cowards die many times before their death. But you?! You're such a coward that you're also going to die after your death!"
If that kills the skeleton next to Avery, Xanrym moves forward 20' toward that skeleton, stepping over the bench. He tries to stay behind Avery, encouraging the warrior, "Finish off the last of these undead guards for us so that we can find out what they were guarding!"
Movement: As above, move forward if his spell killed that skeleton. Otherwise, no movement. Stay where he is. Action: Cast spell Vicious Mockery on the skeleton next to Avery, WIS 13 save or target takes damage (2 psychic) and has disadvantage on the next roll it makes before the end of its next turn. Free Action: None
The last two skeletons crumble to the ground, all of them re-dead.
The sound of battle fades as quickly as it began, you stand now in the bare room, bones and swords littered all around you. There's the stairs behind you, and the two doors to the south. The western door is large and somewhat more grandiose rounded at the top, while the eastern door is smaller and older.
a bare room that contains only some wooden benches
Xanrym looks around at the bare room with the bones now littering the floor. He says, "This feels like it must have been just a guard room for whatever Misha's cult is going on this level of the temple. Probably not worth searching? I'm sure that someone must have heard the fighting, and I don't want to wait around here until they surprise us." He's already heading toward the two doors. Considering the two, he asks, "Which one do you think we should try?"
Xanrym doesn't have an opinion on which door to try, but once someone suggests a door, he'll check to see whether it appears to be trapped or locked. Investigation20 If it looks clear, he'll move away from the door and get ready to fire his crossbow in case someone attacks as soon as Avery opens the door or Liarin walks through.
Avery passes, "We should check the doors, the skeletons were here for a reason. Who knows what we'll find, and if they are evil, we don't want them to slip in behind us."
Avery passes, "We should check the doors, the skeletons were here for a reason. Who knows what we'll find, and if they are evil, we don't want them to slip in behind us."
Xanrym nods. He checks the smaller at the far east of the room (Investigation20 from my previous post), saying, "The other door looks like it was designed for worshippers. This little door could lead to another guard room or something."
"Maybe have a listen at the doors first?" Theldrin suggests.
Xanrym nods and presses his ear to the door, listening. Perception14
Assuming that:
he didn't detect any traps
the door does not appear to be locked (i.e., he doesn't need to pick a lock)
and he didn't hear the sounds of anything on the other side
he'll try to open the door quietly and look through the crack in the door. (Stealth7) If it looks clear, he'll push the door so that it swings open and then step aside for Liarin or Avery to lead the way.
Detecting nothing from behind the easternmost door. You open it to a dusty room. It contains many shelves of books, and two small tables. On one of the tables is an large ornate old looking book that doesn’t fit easily into any of the shelves. There are no other doors out of this room.
Most of the books on the shelves seem to contain only religious and agricultural texts, fairly boring stuff.
The book on the table is entitled ‘A Most Worshipful Guide to Benign Merikka’. It contains many colorful paintings and was formerly very precious, but all of the illustrations have been crudely defaced. Some of the pages have rusty brown spots on them.
Most of the books on the shelves seem to contain only religious and agricultural texts, fairly boring stuff.
The book on the table is entitled ‘A Most Worshipful Guide to Benign Merikka’. It contains many colorful paintings and was formerly very precious, but all of the illustrations have been crudely defaced. Some of the pages have rusty brown spots on them.
Seeing the desecrated book, Xanrym says, "Well, I was sure before, but if we had any doubt that the cult has taken over the temple, this would settle it."
Is Theldrin still maintaining concentration on detect magic? I think that it lasts for 1 hour from when he cast it as a ritual, right? Any of the books magical?
Xanrym suggests, "Look for anything that looks like a local map. We're still assuming that the naga isn't here in the temple but somewhere a few days' hike away. Maybe they made a map or directions to the naga's lair here." Xanrym also checks to see whether he can find any secret or hidden doors in the library, looking under tables and behind the books on the bookshelves and testing any sconces or other ornaments to see whether they pull or turn like the torch bracket in the cellar under the Golden Grain Inn. Investigation23
Xanrym suggests, "Look for anything that looks like a local map. We're still assuming that the naga isn't here in the temple but somewhere a few days' hike away. Maybe they made a map or directions to the naga's lair here." Xanrym also checks to see whether he can find any secret or hidden doors in the library, looking under tables and behind the books on the bookshelves and testing any sconces or other ornaments to see whether they pull or turn like the torch bracket in the cellar under the Golden Grain Inn. Investigation22
(OOC: I should have also said that Xanrym will pocket a book or two if it looks interesting and intact. He's a lover of books and stories with proficiency in history and religion. Books aren't cheap, and if he can rescue a couple of good books from the cult's wanton destruction, he would definitely take them.)
You find two books of interest: One entitled 'The History of Geoff', the other 'Common Plants in the Rushmoors'. You can read these in your own time if you wish.
If we don't find anything else of interest in the library room, we should try the other door that leads out of the skeleton room. I think that Liarin already checked that one, so if it wasn't trapped or locked, Avery and Liarin can lead the way through that door next. Xanrym will stow the books he found and return to the skeleton room to be ready to attack with his crossbow in case of a sudden surprise attack when they open the larger, more ornate door out of the skeleton room.
The larger door opens up to reveal a chamber which contains a small wooden table and two comfortable chairs, with an unopened wine bottle and two clean glasses on a shelf in the corner. Clearly some kind of meeting room. There's another door leading to the west, simple and wooden.
As you look around the room, you notice a little slit in the wall to the south. When you walk up to it, you see a small yellow eye looking back at you for a moment. It quickly disappears from view, and you hear shuffling and murmuring coming from behind that wall.
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Xanrym continues mocking the skeletons. He targets the one next to Avery, who was looking pretty beat up before. He says, "Cowards die many times before their death. But you?! You're such a coward that you're also going to die after your death!"
If that kills the skeleton next to Avery, Xanrym moves forward 20' toward that skeleton, stepping over the bench. He tries to stay behind Avery, encouraging the warrior, "Finish off the last of these undead guards for us so that we can find out what they were guarding!"
Movement: As above, move forward if his spell killed that skeleton. Otherwise, no movement. Stay where he is.
Action: Cast spell Vicious Mockery on the skeleton next to Avery, WIS 13 save or target takes damage (2 psychic) and has disadvantage on the next roll it makes before the end of its next turn.
Free Action: None
Skeleton Wis Save: 7
The last two skeletons crumble to the ground, all of them re-dead.
The sound of battle fades as quickly as it began, you stand now in the bare room, bones and swords littered all around you. There's the stairs behind you, and the two doors to the south. The western door is large and somewhat more grandiose rounded at the top, while the eastern door is smaller and older.
Xanrym looks around at the bare room with the bones now littering the floor. He says, "This feels like it must have been just a guard room for whatever Misha's cult is going on this level of the temple. Probably not worth searching? I'm sure that someone must have heard the fighting, and I don't want to wait around here until they surprise us." He's already heading toward the two doors. Considering the two, he asks, "Which one do you think we should try?"
Xanrym doesn't have an opinion on which door to try, but once someone suggests a door, he'll check to see whether it appears to be trapped or locked. Investigation 20 If it looks clear, he'll move away from the door and get ready to fire his crossbow in case someone attacks as soon as Avery opens the door or Liarin walks through.
Avery passes, "We should check the doors, the skeletons were here for a reason. Who knows what we'll find, and if they are evil, we don't want them to slip in behind us."
"Maybe have a listen at the doors first?" Theldrin suggests.
Xanrym nods. He checks the smaller at the far east of the room (Investigation 20 from my previous post), saying, "The other door looks like it was designed for worshippers. This little door could lead to another guard room or something."
Xanrym nods and presses his ear to the door, listening. Perception 14
Assuming that:
he'll try to open the door quietly and look through the crack in the door. (Stealth 7) If it looks clear, he'll push the door so that it swings open and then step aside for Liarin or Avery to lead the way.
Liarin listens, looks, and smells around the room and especially the doors to the south.
Perception: 27
Advantage roll for Hearing and Smell: 13
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Theldrin stands back if Xanrym opens the door, ready to shoot a Fire Bolt if anything hostile comes through the open doorway.
Avery prepares in case something leaps at them
Detecting nothing from behind the easternmost door. You open it to a dusty room. It contains many shelves of books, and two small tables. On one of the tables is an large ornate old looking book that doesn’t fit easily into any of the shelves. There are no other doors out of this room.
Theldrin will take a closer look at the books, especially the old ornate one.
Investigation: 11
Most of the books on the shelves seem to contain only religious and agricultural texts, fairly boring stuff.
The book on the table is entitled ‘A Most Worshipful Guide to Benign Merikka’. It contains many colorful paintings and was formerly very precious, but all of the illustrations have been crudely defaced. Some of the pages have rusty brown spots on them.
Seeing the desecrated book, Xanrym says, "Well, I was sure before, but if we had any doubt that the cult has taken over the temple, this would settle it."
Is Theldrin still maintaining concentration on detect magic? I think that it lasts for 1 hour from when he cast it as a ritual, right? Any of the books magical?
Xanrym suggests, "Look for anything that looks like a local map. We're still assuming that the naga isn't here in the temple but somewhere a few days' hike away. Maybe they made a map or directions to the naga's lair here." Xanrym also checks to see whether he can find any secret or hidden doors in the library, looking under tables and behind the books on the bookshelves and testing any sconces or other ornaments to see whether they pull or turn like the torch bracket in the cellar under the Golden Grain Inn. Investigation 23
(OOC: I should have also said that Xanrym will pocket a book or two if it looks interesting and intact. He's a lover of books and stories with proficiency in history and religion. Books aren't cheap, and if he can rescue a couple of good books from the cult's wanton destruction, he would definitely take them.)
You find two books of interest: One entitled 'The History of Geoff', the other 'Common Plants in the Rushmoors'. You can read these in your own time if you wish.
If we don't find anything else of interest in the library room, we should try the other door that leads out of the skeleton room. I think that Liarin already checked that one, so if it wasn't trapped or locked, Avery and Liarin can lead the way through that door next. Xanrym will stow the books he found and return to the skeleton room to be ready to attack with his crossbow in case of a sudden surprise attack when they open the larger, more ornate door out of the skeleton room.
The larger door opens up to reveal a chamber which contains a small wooden table and two comfortable chairs, with an unopened wine bottle and two clean glasses on a shelf in the corner. Clearly some kind of meeting room. There's another door leading to the west, simple and wooden.
As this appears to be a meeting room, Avery will see if he can find anything of interest: Perception: 18 Investigation: 18
As you look around the room, you notice a little slit in the wall to the south. When you walk up to it, you see a small yellow eye looking back at you for a moment. It quickly disappears from view, and you hear shuffling and murmuring coming from behind that wall.