Lark, and Alynoa at-least, proceed through the door frame, entering another hallway. Thick dust covers the flagstones of this somber hallway. The walls are decorated with faux columns every ten feet, and the double doors at the west end of the hall are sheathed in copper plate, now green with age. A relief carving of a mournful angel graces the doors at the far end of it. Only a slight dip to the right allows passage. There are only two ways to go, back out, or to the doors.
Alynoa begins to look around the area, scanning the walls, and looking around very thoroughly. She begins making her way inside the long hallway. Around the middle of the hallway, she finds on opposite sides of the wall, made into the copper plate along the edge of the walls, a depiction of a great family, mixed with Gnomes and Dwarves, sitting atop a hill, an eclipse like image portrayed surrounding the large house, which looks very similar to the house above, and looking closer, it seems like that house is on a hill. Somehow you get the feeling that it depicts the family history of the former owners of the house.
Lark will watch Alynoa from just inside the crumbled door. "This is beginning to look like a crypt. I don't think we are going the right way." He will glance back into the previous room to see what Salazar is doing. "I dont like crypts. Its all undead and traps."
Lark will approach the carved door and cautiously look for anything dangerous. 14. If he finds nothing he will beckon for Salazar to follow and pushes the door open.
Rollback Post to RevisionRollBack
Lark- Goblin Bard 2- Lost Mines Gr-A/ AC 13 HP 15, passive perception 11
Lark begins to make his way to the door, intent on studying it for dangers. But around the time he gets to the point where Alynoa is, he begins to hear deep, groaning-creaking from all around, sounding much like wood being bent, but proceeds nonetheless after a moment of caution and panic, as the sound subsides when he pushes beyond - ultimately, nothing happens. Making his way the rest of the way to the door, he begins to examine it, finding a beautiful, if musty view of the carving described when they first entered the room. After a few moments, with relative confidence, Lark is fairly sure the door is mundane.
"Hold,"he says to Alynoa and Salazar. "The floor was giving way as I moved over it. Someone heavier may collapse it."Studying the floor in shades of gray, Lark searches for the reason behind all the creaking and groaning. 10. "In any case, do be cautious through here. Perhaps, hug the wall even."
Lark turns Alynoa, "Challenges are what make life interesting and overcoming them is what makes life meaningful as my Master used to say." Bardic inspiration for Aly.
(OOC: I just realized idk how to tool tip class features.)
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
Alynoa laughs, "Well this is certainly turning into an interesting challenge to say the least. You're not half bad Lark." She moves from the painting to the door and looks to the party. "I for one want to see what's on the other side of this door. Who cares if it's not what we're looking for it's bond to be interesting."
Chilled as he was, Salazar merely grinned softly at the Orb in answer, having listened to similiar assertions in the past. If perhaps he were not so cold in the face at the time, he might've verbally danced with the artifice to reach a point of compromise. Alas, he chose the wisdom of simply nodding in thanks for the Sphere's assistance before using some of the inner/dry folds of a sleeve to undershirt to dry off at the very least. Realizing after Lark had some trouble with the bucket line earlier, the scholar at least lingers to pull it over for a proper look-see over the whole contraption, dredging up more out of curiosity.
(If a roll is still needed to 'investigate the pulley system': (3)7) (Always using guidance on ability checks unless a situation would dictate their being a danger to speaking too loud.)
(Also the sphere conversations are always outloud. It possess no ability to speak telepathically as far as the item desc goes. Which is why Salazar has usually tried to be careful about when to speak with the Orb. Granted, its main ability is spent for the day after the request, if I recall correctly. So anything more would be idle chit chat at best)
But eventually, realizing Lark and Alynoa were proceeding ahead, he finishes whatever examinations that were there, choosing to pocket any non-living surprises/discoveries to investigate further later on. By the time he catches up, the duo are a fair bit ahead of him and talking of floors giving away and then some. Not wishing to play the fool and not heed Lark's words, he sticks close to the side of the walls, and while staying low, uses his mace to give the floor at least a good foot ahead of him a few test smacks as he proceeds ahead if deemed safe enough.
(And there is no tooltip for class features sadly. not yet, at least.)
(Also, for checking the stonework ahead (3)10 if investigation. Another +2 ontop of the roll if perception)
Salazar looks over the pulley system, he brings the bucket closer, and upon further inspection finds, hidden within the bucket itself, a satchel, that appears to be waterproof, containing a Potion of Healing, and another Potion of Invisibility, 50 GP, and a Clean set of travelling clothes. It appears it was a getaway kit prepared by someone seeking to make a swift escape in a time of danger. Somehow Salazar feels there's more to the room, but quickly shakes it off, and heads to catch up with the others, taking note of Larks warning, and cautiously making his way along the edge of the walls, he manages to make it across safely. Even as he does so, he looks at the fresco molded into the doors themselves - It appears to be of Dwarven Make, as you can tell by the fine craftsmanship, making you wonder how the house above was crumbling, as dwarven craftsmanship rarely did so.
Lark does not find any traps. The door is mundane.
As lark enters, he see's three large stone sarcophagi stand within this dusty crypt, and propped up against each sarcophagus is a human skeleton clad in bits of rusty mail. False columns along the walls are carved in the image of spreading oak trees. The double doors in the southeast corner are sheathed in tarnished copper plate - These are the doors he enters from.
Lark can more or less see atleast one door on the far side, and thinks he see's another door to the right-side wall, of the otherwise inconspicuous room. It looked like little more than a crypt for a well-off family.
"Because I could not stop for death, He kindly stopped for me..." Lark trails off.
He unhooks his crossbow and pulls the claw back, setting the string. Notching a bolt with a practiced flick of his thumb, Lark waves the crossbow at chest level trained on the floor ahead. He looks to Salazar and Alynoa, telepathically (whether they can hear or not) saying "I told you so."
Lark begins to inch forward in the room, circumnavigating as much as possible. His head swivels left and right, eyes searching the ceiling and floor for any threats. 3. If nothing consequential happens, Lark will shuffle up to the nearest propped up skeleton and kick its legs from under it, trying to knock it to the floor.
"Told us what?" Alynoa asks, stepping into the room. "It's a crypt. Nothing particularly impressive if you ask me. Of course," she approaches on the of sarcophagi, "they don't really need any of the stuff they were buried with do they?" She begins to inspect the skeleton, to see if it had anything interesting on it.
Lark makes his way into the room cautiously... Slinking his way towards one of the skeletons, but something is clearly distracting the Bard as he just can't quite focus on his task. Perhaps it's the constant 'fog'ish feeling the eternally floating dust elicits, as the musty, dusty tomb continues to blare its silence like a trumpet. Lark finally reaches the first skeleton, and just as he tries to kick its feet out from under it... (12 - 18) the Skeleton swiftly falls to it's side, as larks perfectly placed kick and the skeletons horrible reaction time, it falls onto it's side, taking 1 X2 (15 - 20 - 16)
19 Alynoa - 19 - Salazar - 5 - - - 14 - 8 - 18
Salazar, Lark, S3, 2, Alynoa, S1
Note: S1 is prone.
(Forgot to add this.. i'm tired, sue me ;p)
all the skeletons in the room animate, ad begin to move threateningly.
Alynoa follows him in, not wanting him to be alone.
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
(posting soon)
Occassional Dungeon Master.
Lark, and Alynoa at-least, proceed through the door frame, entering another hallway. Thick dust covers the flagstones of this somber hallway. The walls are decorated with faux columns every ten feet, and the double doors at the west end of the hall are sheathed in copper plate, now green with age. A relief carving of a mournful angel graces the doors at the far end of it. Only a slight dip to the right allows passage. There are only two ways to go, back out, or to the doors.
Occassional Dungeon Master.
Alynoa looks to Lark. "Want to take a look around before checking the doors?" she asks, moving to inspect the room before he could answer.
Investigation: 17
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Alynoa begins to look around the area, scanning the walls, and looking around very thoroughly. She begins making her way inside the long hallway. Around the middle of the hallway, she finds on opposite sides of the wall, made into the copper plate along the edge of the walls, a depiction of a great family, mixed with Gnomes and Dwarves, sitting atop a hill, an eclipse like image portrayed surrounding the large house, which looks very similar to the house above, and looking closer, it seems like that house is on a hill. Somehow you get the feeling that it depicts the family history of the former owners of the house.
Occassional Dungeon Master.
Lark will watch Alynoa from just inside the crumbled door. "This is beginning to look like a crypt. I don't think we are going the right way." He will glance back into the previous room to see what Salazar is doing. "I dont like crypts. Its all undead and traps."
Lark will approach the carved door and cautiously look for anything dangerous. 14. If he finds nothing he will beckon for Salazar to follow and pushes the door open.
Lark- Goblin Bard 2- Lost Mines Gr-A/ AC 13 HP 15, passive perception 11
DM- Sunless Citadel PbP// Waterdeep Dragon Heist (IRL F2F)// Adventurers League (F2F LGS)
Lark begins to make his way to the door, intent on studying it for dangers. But around the time he gets to the point where Alynoa is, he begins to hear deep, groaning-creaking from all around, sounding much like wood being bent, but proceeds nonetheless after a moment of caution and panic, as the sound subsides when he pushes beyond - ultimately, nothing happens. Making his way the rest of the way to the door, he begins to examine it, finding a beautiful, if musty view of the carving described when they first entered the room. After a few moments, with relative confidence, Lark is fairly sure the door is mundane.
Occassional Dungeon Master.
"Hold," he says to Alynoa and Salazar. "The floor was giving way as I moved over it. Someone heavier may collapse it." Studying the floor in shades of gray, Lark searches for the reason behind all the creaking and groaning. 10. "In any case, do be cautious through here. Perhaps, hug the wall even."
Lark turns Alynoa, "Challenges are what make life interesting and overcoming them is what makes life meaningful as my Master used to say." Bardic inspiration for Aly.
(OOC: I just realized idk how to tool tip class features.)
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
Lark- Goblin Bard 2- Lost Mines Gr-A/ AC 13 HP 15, passive perception 11
DM- Sunless Citadel PbP// Waterdeep Dragon Heist (IRL F2F)// Adventurers League (F2F LGS)
Alynoa laughs, "Well this is certainly turning into an interesting challenge to say the least. You're not half bad Lark." She moves from the painting to the door and looks to the party. "I for one want to see what's on the other side of this door. Who cares if it's not what we're looking for it's bond to be interesting."
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Chilled as he was, Salazar merely grinned softly at the Orb in answer, having listened to similiar assertions in the past. If perhaps he were not so cold in the face at the time, he might've verbally danced with the artifice to reach a point of compromise. Alas, he chose the wisdom of simply nodding in thanks for the Sphere's assistance before using some of the inner/dry folds of a sleeve to undershirt to dry off at the very least. Realizing after Lark had some trouble with the bucket line earlier, the scholar at least lingers to pull it over for a proper look-see over the whole contraption, dredging up more out of curiosity.
(If a roll is still needed to 'investigate the pulley system': (3)7)
(Always using guidance on ability checks unless a situation would dictate their being a danger to speaking too loud.)
(Also the sphere conversations are always outloud. It possess no ability to speak telepathically as far as the item desc goes. Which is why Salazar has usually tried to be careful about when to speak with the Orb. Granted, its main ability is spent for the day after the request, if I recall correctly. So anything more would be idle chit chat at best)
But eventually, realizing Lark and Alynoa were proceeding ahead, he finishes whatever examinations that were there, choosing to pocket any non-living surprises/discoveries to investigate further later on. By the time he catches up, the duo are a fair bit ahead of him and talking of floors giving away and then some. Not wishing to play the fool and not heed Lark's words, he sticks close to the side of the walls, and while staying low, uses his mace to give the floor at least a good foot ahead of him a few test smacks as he proceeds ahead if deemed safe enough.
(And there is no tooltip for class features sadly. not yet, at least.)
(Also, for checking the stonework ahead (3)10 if investigation. Another +2 ontop of the roll if perception)
Yog - [Tortle]Druid/Warlock - Circle of Stars/Celestial (Libretalia)
Nobody - [Feral-Tiefling]Wizard/Sorcerer - War/Draconic (HoTDQ)
Jack Vicvan - [Eladrin]Druid/Warlock - Circle of Dreams/Archfey
-
Hiatus:
Xanrazan - [Earth Genasi]Bard - College of Swords(Shadowthorn's Princess of the Apocalypse)
Salazar looks over the pulley system, he brings the bucket closer, and upon further inspection finds, hidden within the bucket itself, a satchel, that appears to be waterproof, containing a Potion of Healing, and another Potion of Invisibility, 50 GP, and a Clean set of travelling clothes. It appears it was a getaway kit prepared by someone seeking to make a swift escape in a time of danger. Somehow Salazar feels there's more to the room, but quickly shakes it off, and heads to catch up with the others, taking note of Larks warning, and cautiously making his way along the edge of the walls, he manages to make it across safely. Even as he does so, he looks at the fresco molded into the doors themselves - It appears to be of Dwarven Make, as you can tell by the fine craftsmanship, making you wonder how the house above was crumbling, as dwarven craftsmanship rarely did so.
Occassional Dungeon Master.
Lark will inspect the carved door and jamb for any traps. 20 (Sal's guidance 1)
If the door is not trapped, Lark will push open the door and peer into the room.
Lark- Goblin Bard 2- Lost Mines Gr-A/ AC 13 HP 15, passive perception 11
DM- Sunless Citadel PbP// Waterdeep Dragon Heist (IRL F2F)// Adventurers League (F2F LGS)
Lark does not find any traps. The door is mundane.
As lark enters, he see's three large stone sarcophagi stand within this dusty crypt, and propped up against each sarcophagus is a human skeleton clad in bits of rusty mail. False columns along the walls are carved in the image of spreading oak trees. The double doors in the southeast corner are sheathed in tarnished copper plate - These are the doors he enters from.
Lark can more or less see atleast one door on the far side, and thinks he see's another door to the right-side wall, of the otherwise inconspicuous room. It looked like little more than a crypt for a well-off family.
Occassional Dungeon Master.
"Because I could not stop for death, He kindly stopped for me..." Lark trails off.
He unhooks his crossbow and pulls the claw back, setting the string. Notching a bolt with a practiced flick of his thumb, Lark waves the crossbow at chest level trained on the floor ahead. He looks to Salazar and Alynoa, telepathically (whether they can hear or not) saying "I told you so."
Lark begins to inch forward in the room, circumnavigating as much as possible. His head swivels left and right, eyes searching the ceiling and floor for any threats. 3. If nothing consequential happens, Lark will shuffle up to the nearest propped up skeleton and kick its legs from under it, trying to knock it to the floor.
(OOC: apparently Larks eyes are closed)
Lark- Goblin Bard 2- Lost Mines Gr-A/ AC 13 HP 15, passive perception 11
DM- Sunless Citadel PbP// Waterdeep Dragon Heist (IRL F2F)// Adventurers League (F2F LGS)
"Told us what?" Alynoa asks, stepping into the room. "It's a crypt. Nothing particularly impressive if you ask me. Of course," she approaches on the of sarcophagi, "they don't really need any of the stuff they were buried with do they?" She begins to inspect the skeleton, to see if it had anything interesting on it.
Investigation: 12
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Lark makes his way into the room cautiously... Slinking his way towards one of the skeletons, but something is clearly distracting the Bard as he just can't quite focus on his task. Perhaps it's the constant 'fog'ish feeling the eternally floating dust elicits, as the musty, dusty tomb continues to blare its silence like a trumpet. Lark finally reaches the first skeleton, and just as he tries to kick its feet out from under it... (12 - 18) the Skeleton swiftly falls to it's side, as larks perfectly placed kick and the skeletons horrible reaction time, it falls onto it's side, taking 1 X2 (15 - 20 - 16)
19 Alynoa - 19 - Salazar - 5 - - - 14 - 8 - 18
Salazar, Lark, S3, 2, Alynoa, S1
Note: S1 is prone.
(Forgot to add this.. i'm tired, sue me ;p)
all the skeletons in the room animate, ad begin to move threateningly.
Occassional Dungeon Master.
(OOC: Would I not be in there as well?)
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
(you had made your post while i was in the middle of making mine, so I didn't see it until now - we can say you're in front of S2)
Occassional Dungeon Master.
(OOC: Hey bacon, don't forget that Lark gave Aly a bardic inspiration die. adds a 1d6 to a d20 roll of your choice, but it only last for 10 minutes.)
Lark- Goblin Bard 2- Lost Mines Gr-A/ AC 13 HP 15, passive perception 11
DM- Sunless Citadel PbP// Waterdeep Dragon Heist (IRL F2F)// Adventurers League (F2F LGS)
(that's fine just checking)
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard