So it seems like the zombie gnolls have to stay in the gloomy area? That was what I think we were driving at.
Erric says, "should we go take a look? Maybe there's something written on them and we can figure out who was here. So the pirate wrecks his ship on the island. We don't know what happened to him. his crew evidently turned into gnoll zombies, and currently they don't like dwarves enough to attack one on sight. Do we think these burial mounds are the right age for them to have housed the pirate and his crew? And then the crew breaks out?"
He tries to judge whether the settlement they saw earlier looked older or younger than the burial mounds and coffins.
(OOC: I'm trying to sum things up as much as I can in-game because out of game things go slow enough that I lose the thread of the story.)
How close is the closest pile of bones? If not too far, Maldorn will approach and examine the bones in an attempt to determine how old they are, what type of humanoid they belonged too, and what might have caused their death. If far from their current location, Maldorn will prioritize a careful approach, keeping an eye out for any hazards.
-> Medicine check: 4 (+2 if this counts as "Forrest").
OR
-> Perception check: 14 (+2 if this counts as "Forrest").
Jambiya keeps an eye out. "It may not be just dwarves, they may attack anyone on sight... I wonder what they are protecting. If we don't find anything here, we might need to go back to the small clearing."
Action: She will cast False Life on herself, for 8 temporary hp for the next hour
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
"Maybe they used to be the owners of the coffins..." Anafrey would add as she helped looked over the ruined caskets. "Maybe whoever looted this place disturbed their bodies and now they are stuck walking around until their burial mounds are restored... or something" The white haired woman would speculate while holding her weapons in a ready position.
Despite their very best, the party can find no indications of who or what was buried here. Even the bones are broken beyond recognition, so identifying what kind of creatures were buried here is impossible. Everything does appear very old. Erric would estimate that these mounds predate the abandoned camp in the smaller clearing by a very long time. Their most interesting find is a narrow stone archway that allows access to the largest of these mounds.
It is dim like it was in the smaller clearing. You do not see any zombie gnolls. Yes, you can enter the largest mound through the archway. Peeking in, Jambiya, you can see in the dim light that the chamber is dome shaped, has a stone floor, and there appears to be an exit into darkness on the opposite side.
Anafrey, you pass under the stone archway. The light within the chamber is dimmer than outside, but not too dim for those without darkvision to be able to see well enough. This must have once been the burial chamber of chieftains, or perhaps even royalty, but now it lies in desecrated ruin. Defaced carvings, broken pottery, and sundered caskets imply a former finery that is now long gone. A rough stairway descends from the opposite side of the chamber. From what you can tell, it is too dark to see beyond this chamber.
Before Anafrey goes in, Erric will use bardic inspiration to inspire her with a half-sung ditty, "walk, walk, walk into the creepy tomb/blunder, blunder, blunder into trouble for dwarven facial hair jewelry..." and follow a bit behind her, trying to remain quiet. (Stealth: 10) He pulls out an unlit torch and looks back at Maldorn and at Jambiya's magic fingers with a questioning look. "Jack could carry this in, given ten minutes of waiting outside?"
He listens for any sound inside the chamber. Perception: 14
"This could be dangerous, here, everyone." Jambiya crouches by the doorway, waves her hands and murmurs, and a small weed rapidly grows, blossoms, drops petals, and develops bright red berries, which she pops off. "Take these."
She hands 2 Goodberries to Erric, 2 to Maldorn, 2 to Ebokk, and keeps the last four, since Anafrey has already headed into the tomb.
"Did you want me to light that?" she indicates the torch in Erric's hand. If he says yes, she will light it with Druidcraft.
"Frey!" she calls out. "Come back and get some berries. And then let's wait for Erric to bring his magic servant back to carry the torch." While we wait, she will step into the tomb, relying on her darkvision to examine the further doorway into darkness. But she's not going down yet.
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
This post has potentially manipulated dice roll results.
"It worked before..." Maldorn nods to Erric. "I'll keep an eye out towards the bone mounds and you keep an eye in, Jambya. We'll keep watch while Veric summons Jack."
(If we're doing unseen servant, and Anafrey comes back, Erric will hold on inspiring her until they're ready to go in, because the inspiration only lasts for ten minutes, and ritually casting unseen servant takes that long. He'd prefer to cast unseen servant first and then inspire on the way in...)
Jamibiya, yes; it is dim like the smaller clearing was.
Erric, the coffins were smashed quite a while ago.
So it seems like the zombie gnolls have to stay in the gloomy area? That was what I think we were driving at.
Erric says, "should we go take a look? Maybe there's something written on them and we can figure out who was here. So the pirate wrecks his ship on the island. We don't know what happened to him. his crew evidently turned into gnoll zombies, and currently they don't like dwarves enough to attack one on sight. Do we think these burial mounds are the right age for them to have housed the pirate and his crew? And then the crew breaks out?"
He tries to judge whether the settlement they saw earlier looked older or younger than the burial mounds and coffins.
(OOC: I'm trying to sum things up as much as I can in-game because out of game things go slow enough that I lose the thread of the story.)
How close is the closest pile of bones? If not too far, Maldorn will approach and examine the bones in an attempt to determine how old they are, what type of humanoid they belonged too, and what might have caused their death. If far from their current location, Maldorn will prioritize a careful approach, keeping an eye out for any hazards.
-> Medicine check: 4 (+2 if this counts as "Forrest").
OR
-> Perception check: 14 (+2 if this counts as "Forrest").
OOC: Oooff!
Jambiya keeps an eye out. "It may not be just dwarves, they may attack anyone on sight... I wonder what they are protecting. If we don't find anything here, we might need to go back to the small clearing."
Action: She will cast False Life on herself, for 8 temporary hp for the next hour
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
Some vanilla d20 rolls, assumedly needed for investigation/perception of the burial mounds.
20 8 7 15
"Maybe they used to be the owners of the coffins..." Anafrey would add as she helped looked over the ruined caskets. "Maybe whoever looted this place disturbed their bodies and now they are stuck walking around until their burial mounds are restored... or something" The white haired woman would speculate while holding her weapons in a ready position.
"If these are gnoll caskets they would be pretty big..." Jambiya speculates. Are the coffins extra tall?
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
(OOC: hope everyone's alright!)
Despite their very best, the party can find no indications of who or what was buried here. Even the bones are broken beyond recognition, so identifying what kind of creatures were buried here is impossible. Everything does appear very old. Erric would estimate that these mounds predate the abandoned camp in the smaller clearing by a very long time. Their most interesting find is a narrow stone archway that allows access to the largest of these mounds.
Can we see if there are any other zombie gnolls or other creatures in the area? Is this part also dimmer than it should be?
Does the narrow archway lead inside the larger mound? Like, could we go in? Because Jambiya is a curious sort and will take a glance inside.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
The same question popped into my head as I read that passage.
It is dim like it was in the smaller clearing. You do not see any zombie gnolls. Yes, you can enter the largest mound through the archway. Peeking in, Jambiya, you can see in the dim light that the chamber is dome shaped, has a stone floor, and there appears to be an exit into darkness on the opposite side.
Anafrey would enter the mound with her weapons drawn. Stepping lightly as to disturb as little as possible.
Anafrey, you pass under the stone archway. The light within the chamber is dimmer than outside, but not too dim for those without darkvision to be able to see well enough. This must have once been the burial chamber of chieftains, or perhaps even royalty, but now it lies in desecrated ruin. Defaced carvings, broken pottery, and sundered caskets imply a former finery that is now long gone. A rough stairway descends from the opposite side of the chamber. From what you can tell, it is too dark to see beyond this chamber.
DM rollz: 18
Before Anafrey goes in, Erric will use bardic inspiration to inspire her with a half-sung ditty, "walk, walk, walk into the creepy tomb/blunder, blunder, blunder into trouble for dwarven facial hair jewelry..." and follow a bit behind her, trying to remain quiet. (Stealth: 10) He pulls out an unlit torch and looks back at Maldorn and at Jambiya's magic fingers with a questioning look. "Jack could carry this in, given ten minutes of waiting outside?"
He listens for any sound inside the chamber. Perception: 14
"This could be dangerous, here, everyone." Jambiya crouches by the doorway, waves her hands and murmurs, and a small weed rapidly grows, blossoms, drops petals, and develops bright red berries, which she pops off. "Take these."
She hands 2 Goodberries to Erric, 2 to Maldorn, 2 to Ebokk, and keeps the last four, since Anafrey has already headed into the tomb.
"Did you want me to light that?" she indicates the torch in Erric's hand. If he says yes, she will light it with Druidcraft.
"Frey!" she calls out. "Come back and get some berries. And then let's wait for Erric to bring his magic servant back to carry the torch." While we wait, she will step into the tomb, relying on her darkvision to examine the further doorway into darkness. But she's not going down yet.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
"It worked before..." Maldorn nods to Erric. "I'll keep an eye out towards the bone mounds and you keep an eye in, Jambya. We'll keep watch while Veric summons Jack."
-> Perception: 18
(If we're doing unseen servant, and Anafrey comes back, Erric will hold on inspiring her until they're ready to go in, because the inspiration only lasts for ten minutes, and ritually casting unseen servant takes that long. He'd prefer to cast unseen servant first and then inspire on the way in...)
Jambiya, from outside looking in, you see what I described for Anafrey.
Maldorn, all's quiet.
Erric, you hear nothing inside the cave. Ten minutes of casting pass, and you feel Jack become.
Ebokk is almost vibrating with anticipation.