(OOC @RagnerMonk: Alright. Based on your description, we'll call that an investigation check, which is an intelligence-based skill (+2 for Rag), on which Rag has proficiency on, allowing him to add his proficiency bonus (another +2), and he also has a Rogue feature called 'Expertise' which allows you to double your proficiency bonus on investigation rolls, granting him a total bonus of +6. This makes your roll above, after bonus, a 22, which is a great roll).
Rag begins his investigation on the southern wall of the crypt. He notices that this wall houses three of the larger painted carvings. From left to right, they depict:
A lovely young woman looking toward a snow-covered peak.
The same maiden rolling happily on some tall grass.
The girl sitting on a beach, digging her feet into the sand.
This wall also sports nine smaller carvings just beneath the larger ones. They are, from left to right: a chrysanthemum flower, a swallowtail butterfly, a swallow in flight, a white ash tree, a serrate leaf, a hound dog, a wooden cabin, a silk dress, and a silkworm. Rag also notices that these murals are of a high artistic quality but that only the larger ones are painted in the entire crypt. This also holds true for the other seven larger carvings housed in other walls.
(Brother Keefe is up next as nothing happens on the crypt's turn).
In his turn, Brother Keefe shares his findings: "These... these bones... they are definitely not human bones. Oh, Kelemvor! Many of them belong to something else! They are too big! Oh, Lord of the Dead, at least half the bones that should be here are missing!"
(OOC: As per our loose initiative rule, everyone is free to post their next turn until it is the DM's turn again. This means that even Rag can post his next turn if he so wishes before I come in with the next Crypt's turn. I'll ask however, that everyone is a bit more specific about what their characters are exactly looking at, or touching, and so on. For the purpose of this challenge, please notice that repeated checks on things that have been already checked can reveal further information, even if the original roll was quite high... hint hint. So, post away!).
(OOC @DracheLehre: When using the dice roller, you should be able to see a field called "Add to result." That's where you'd type in your modifier, which in this case is a +2. This time around we'll simply say you rolled a 15, given your roll above).
Neya quickly darts her eyes around the room, and focuses on the hissing sound. She notices that whatever gas is filling the room is colorless but certainly not harmless. It seems to be coming from many different places. Small holes within each of the smaller carvings are definitely one source, but not the only one.
(OOC @everyone: Further information on the gas itself would require a different check than just perception --perhaps nature, survival, medicine. The idea here is that you guys can call whatever skill check you'd like, but that the information you receive will depend on what check you pick, your roll, and your description of what you are doing).
Asley assists in the investigation of the other walls.
(OOC: If it is better to lend advantage to someone else and assist them in an investigation check, that's fine. If it does not then Asley's Investigation check is 3. If the check is made with advantage because other people are looking with Asley than his second roll is 14.
Cato: Simply by breathing it in, you can tell the gas filling this room has alchemical components similar to those present in any good laboratory. They are definitely not magical in nature, but seem to be trying to emulate the poison breath of a green dragon, along with some hints of sulfur. Although, whoever did this was way off in terms of the color of the gas... You suspect this to be a rapid working poison, and that you and your companions will soon begin feeling its effects.
Utar: In response to Utar, Brother Keefe says "No... I have never seen a trap like this before!". From the smaller carvings, after Neya has pointed out, Utar can see several small holes in each one that definitely serve as the source of the gas. A quick look around reveals that this is the same for the other two walls that do not house a door. The small carvings depict the same images, and gas is seeping from them.
Neya looks through the alchemical ingredients to find any components she could use with her Herbalism kit (She's proficient) in order to fashion an antitoxin:
Medicine: 7
(Signs point to no also I misread that sentence about alchemical ingredients, please disregard)
Asley assists in the investigation of the other walls.
(OOC: If it is better to lend advantage to someone else and assist them in an investigation check, that's fine. If it does not then Asley's Investigation check is 20. If the check is made with advantage because other people are looking with Asley than his second roll is 1.
(OOC: Just rereading and in case this isn't clear, I'm talking about the walls with the 7 other large carvings.)
This post has potentially manipulated dice roll results.
Graxx shouts, "If I find out you are behind this Gravekeeper your death will not be swift!" Graxx is going to drop down the floor then jump in the air(think of a Burpee). Does he notice if the gas collecting more at the floor or rising to the top?
Neya calls back from the alchemy table "Yup! Nothing like a deathtrap to get the brain juices flowing!"Not even attempting to hide sarcasm and partly in veiled frustration.
Asley: Seeing Rag examine the southern wall, Asley attempts to similarly make sense of the western wall (i.e. the one behind the sarcophagus). Looking at it, he describes the carvings to his colleagues:
4. The young woman standing in the rain of a thunderstorm. 5. The same lady watering a bed of flowers. 6. The girl walking towards a wooden cabin holding freshly picked flowers. 7. The woman sitting in a comfortable room by a roaring fire.
Beneath the four large and colorful carvings, the same nine smaller ones repeat from the southern wall, also pouring colorless gas.
Drazzim: Approaching Brother Keefe and peering into the sarcophagus, you immediately deduce that the large bones inside are draconic in nature. There are other bones in there as well, which are neither from dragons or humans, perhaps a bad attempt at hiding the fact that many bones are missing. Brother Keefe answers you as you continue to look inside "No...Let us leave the bones intact. I won't stand for further desecration of one of the crypts under my care... Plus, I'll need proof for my report to Doomguide Yovir Glandon." Still focused on the inside part of the sarcophagus, Drazzim catches a few sparkles. Gems mixed up with the bones, all cut to the same size and shape:
a red ruby,
a green emerald,
a black opal,
a white diamond,
a blue sapphire.
Graxx: "Behind this?! Me? Are you mad young man?" Brother Keefe responds, shocked and afraid. As Graxx jumps up and down, he notices that the gas does not seem too heavy, and is, in fact, floating effortlessly in the air. Additionally, he begins to feel a slight tingling sensation up his nose and down his throat and concludes that pain is just around the corner.
Rag: The rogue moves on to the northern wall and describes the remaining three large carvings, as the same nine smaller ones require no further description.
8. The young woman looking out of a window, as if surprised. 9. The girl holding a venomous snake in a garden. 10. The lady working with bubbling vials in a laboratory.
Rag also notices that each of these large carvings has a small hole in them, their placement varied, but no gas is coming out of them.
This post has potentially manipulated dice roll results.
CRYPT'S TURN
At this point, the gas has accumulated enough for all of you to start feeling a bit strange. Everyone will be making a {DC 12} CON saving throw or receive some poison damage (OOC: as per our expedited rolls rule, I'll be making those saves on your behalf so the action can keep moving. If the damage roll is formatted with a strikethrough for your character, it means you succeeded the save an no damage should be taken into account).
Asley: 18; Poison damage: 1
Cato: 8; Poison damage: 1
Drazzim (with advantage, Go Dwarves!): 10; Poison damage: 4
Graxx: 8; Poison damage: 4
Neya: 13; Poison damage: 3
Rag: 21; Poison damage: 3
Utar: 11; Poison damage: 2
Brother Keefe: 4; Poison damage: 2
Brother Keefe: The devout man will spend his turn sharing with the group his latest finding: "Inside the sarcophagus! I can see more holes leaking out poison gas. There must be a couple dozen of them here, if not more."
Edit: Hey folks, I'm not sure what happened here, but the saving throws were re-rolled once I added the damage through an edit. I'll keep the original rolls so everyone that does not have their damage roll formatted with a strikethrough, please deduct the damage from your HP. In other words, in the original rolls, Asley, Drazzim, and Graxx were the only ones who saved. I apologize for the confusion).
(OOC @RagnerMonk: Alright. Based on your description, we'll call that an investigation check, which is an intelligence-based skill (+2 for Rag), on which Rag has proficiency on, allowing him to add his proficiency bonus (another +2), and he also has a Rogue feature called 'Expertise' which allows you to double your proficiency bonus on investigation rolls, granting him a total bonus of +6. This makes your roll above, after bonus, a 22, which is a great roll).
Rag begins his investigation on the southern wall of the crypt. He notices that this wall houses three of the larger painted carvings. From left to right, they depict:
This wall also sports nine smaller carvings just beneath the larger ones. They are, from left to right: a chrysanthemum flower, a swallowtail butterfly, a swallow in flight, a white ash tree, a serrate leaf, a hound dog, a wooden cabin, a silk dress, and a silkworm. Rag also notices that these murals are of a high artistic quality but that only the larger ones are painted in the entire crypt. This also holds true for the other seven larger carvings housed in other walls.
(Brother Keefe is up next as nothing happens on the crypt's turn).
In his turn, Brother Keefe shares his findings: "These... these bones... they are definitely not human bones. Oh, Kelemvor! Many of them belong to something else! They are too big! Oh, Lord of the Dead, at least half the bones that should be here are missing!"
(OOC: As per our loose initiative rule, everyone is free to post their next turn until it is the DM's turn again. This means that even Rag can post his next turn if he so wishes before I come in with the next Crypt's turn. I'll ask however, that everyone is a bit more specific about what their characters are exactly looking at, or touching, and so on. For the purpose of this challenge, please notice that repeated checks on things that have been already checked can reveal further information, even if the original roll was quite high... hint hint. So, post away!).
Neya wants to determine what sort of gas is filling the crypt and figure out where it's coming from.
Wisdom (Perception) check: 3
Extended Signature
(OOC: That's before the +2 Wisdom modifier. Does there need to be a separate roll for each?)
Extended Signature
(OOC @DracheLehre: When using the dice roller, you should be able to see a field called "Add to result." That's where you'd type in your modifier, which in this case is a +2. This time around we'll simply say you rolled a 15, given your roll above).
Neya quickly darts her eyes around the room, and focuses on the hissing sound. She notices that whatever gas is filling the room is colorless but certainly not harmless. It seems to be coming from many different places. Small holes within each of the smaller carvings are definitely one source, but not the only one.
(OOC @everyone: Further information on the gas itself would require a different check than just perception --perhaps nature, survival, medicine. The idea here is that you guys can call whatever skill check you'd like, but that the information you receive will depend on what check you pick, your roll, and your description of what you are doing).
Cato will perform a nature check.
Nature: 20
IRL: Dungeon Master--Adventures in the Cassitana Islands
PbP: Player--Esvaris Liadon, Wood Elf Monk 2/Cleric 2--Clerical Heirs: A Divine Mystery
(OOC @Lerus17: Thanks, I wasn't entirely sure about how the system worked)
Extended Signature
"Torm's sake! Brother Keefe, tell me this is the standard Kelemvorite deterrence for grave robbers?!"
Utar strides quickly to stand beside Rag and inspects the smaller carvings.
Perception - 24
(Hey, catching up as was busy running an IRL game last night.)
Drazzim looks around at the bones. "So there's some bones that shouldn't be here. Should we smash 'em to powder just in case?"
(Medicine/Nature/Religion check to determine what the bones came from? They're all the same modifier, so whichever you deem appropriate)
Medicine/Nature/Religion: 18
(Holy heck, he might succeed on a check!)
Current Player In: The Guild as Elsara Deepmoon
Rag continues investigating each the other walls, looking at everything and touching what he can reach.
Investigate: 13
OOC: Searching for any type of switch, lever or non-conformity.
Asley assists in the investigation of the other walls.
(OOC: If it is better to lend advantage to someone else and assist them in an investigation check, that's fine. If it does not then Asley's Investigation check is 3. If the check is made with advantage because other people are looking with Asley than his second roll is 14.
Cato: Simply by breathing it in, you can tell the gas filling this room has alchemical components similar to those present in any good laboratory. They are definitely not magical in nature, but seem to be trying to emulate the poison breath of a green dragon, along with some hints of sulfur. Although, whoever did this was way off in terms of the color of the gas... You suspect this to be a rapid working poison, and that you and your companions will soon begin feeling its effects.
Utar: In response to Utar, Brother Keefe says "No... I have never seen a trap like this before!". From the smaller carvings, after Neya has pointed out, Utar can see several small holes in each one that definitely serve as the source of the gas. A quick look around reveals that this is the same for the other two walls that do not house a door. The small carvings depict the same images, and gas is seeping from them.
(OOC: Busy day today. Will post more later.)
Neya looks through the alchemical ingredients to find any components she could use with her Herbalism kit (She's proficient) in order to fashion an antitoxin:
Medicine: 7
(Signs point to no also I misread that sentence about alchemical ingredients, please disregard)
Extended Signature
(OOC: Just rereading and in case this isn't clear, I'm talking about the walls with the 7 other large carvings.)
Graxx shouts, "If I find out you are behind this Gravekeeper your death will not be swift!" Graxx is going to drop down the floor then jump in the air(think of a Burpee). Does he notice if the gas collecting more at the floor or rising to the top?
Survival Check: 23
Cato announces, "I believe we may all be breathing in a poison gas."
IRL: Dungeon Master--Adventures in the Cassitana Islands
PbP: Player--Esvaris Liadon, Wood Elf Monk 2/Cleric 2--Clerical Heirs: A Divine Mystery
Neya calls back from the alchemy table "Yup! Nothing like a deathtrap to get the brain juices flowing!" Not even attempting to hide sarcasm and partly in veiled frustration.
Extended Signature
Asley: Seeing Rag examine the southern wall, Asley attempts to similarly make sense of the western wall (i.e. the one behind the sarcophagus). Looking at it, he describes the carvings to his colleagues:
Beneath the four large and colorful carvings, the same nine smaller ones repeat from the southern wall, also pouring colorless gas.
Drazzim: Approaching Brother Keefe and peering into the sarcophagus, you immediately deduce that the large bones inside are draconic in nature. There are other bones in there as well, which are neither from dragons or humans, perhaps a bad attempt at hiding the fact that many bones are missing. Brother Keefe answers you as you continue to look inside "No...Let us leave the bones intact. I won't stand for further desecration of one of the crypts under my care... Plus, I'll need proof for my report to Doomguide Yovir Glandon." Still focused on the inside part of the sarcophagus, Drazzim catches a few sparkles. Gems mixed up with the bones, all cut to the same size and shape:
Graxx: "Behind this?! Me? Are you mad young man?" Brother Keefe responds, shocked and afraid. As Graxx jumps up and down, he notices that the gas does not seem too heavy, and is, in fact, floating effortlessly in the air. Additionally, he begins to feel a slight tingling sensation up his nose and down his throat and concludes that pain is just around the corner.
END OF INITIATIVE ROUND 1
(I'll post shortly responses to the next turns).
Rag: The rogue moves on to the northern wall and describes the remaining three large carvings, as the same nine smaller ones require no further description.
Rag also notices that each of these large carvings has a small hole in them, their placement varied, but no gas is coming out of them.
CRYPT'S TURN
At this point, the gas has accumulated enough for all of you to start feeling a bit strange. Everyone will be making a {DC 12} CON saving throw or receive some poison damage (OOC: as per our expedited rolls rule, I'll be making those saves on your behalf so the action can keep moving. If the damage roll is formatted with a strikethrough for your character, it means you succeeded the save an no damage should be taken into account).
; Poison damage: 1; Poison damage: 4; Poison damage: 4Brother Keefe: The devout man will spend his turn sharing with the group his latest finding: "Inside the sarcophagus! I can see more holes leaking out poison gas. There must be a couple dozen of them here, if not more."
Edit: Hey folks, I'm not sure what happened here, but the saving throws were re-rolled once I added the damage through an edit. I'll keep the original rolls so everyone that does not have their damage roll formatted with a strikethrough, please deduct the damage from your HP. In other words, in the original rolls, Asley, Drazzim, and Graxx were the only ones who saved. I apologize for the confusion).