Before leaving the boat, Scoria will ask Calabrax “do you know how long do we have? Are we expecting this to be an hour, an evening?”
Scoria will take up the rear guard - with no darkvision, nor much capability at stealth, she serves better as a shield than scout.
(As a note - Scoria hated being at sea. Waves are awful, the motion of the boat is awful, fish are awful, not having the ground under her feet is awful. She’d tried not to sulk or otherwise impose on her new companions, especially since they were in mourning, but it would have been evident that she was miserable)
Calabrax replies with a blank stare. After a moment, "Move carefully but quickly, and quickly but carefully. This entire gambit rests on the outcome of your task; we wouldn't be assaulting the tower if we couldn't get the phylactery. Don't get caught."
He seems to realize how unhelpful his cryptic reply is, and after another moment adds, "I think they can keep the Duchess of Rot busy for.. an hour? Maybe more? At least, we can keep her busy enough that she is less aware of what's happening in the cellar for that long... take longer than that and you should expect company."
This post has potentially manipulated dice roll results.
The excitement of sudden operation pushed away all other thoughts and worries. Cimeri calmed herself as well as she could and tried to think as Master taught her. "Light might be good: if there are monster somewhere on the ceiling - they can see us anyway, but you would need the light. Do not think such a door could be left unguarded. Or un-trapped. I do not know much about traps but can try to look."
Flynn appreciates the solid ground under his feet. “ The light should be good, as it were, everyone else is busy up there. What could go wrong down here.” He begins to mold earth in the path in front of him to clear the debris and dirt to avoid soiling his shoes and slipping.
Cimeri feels an invigorating thrill as Taman lightly touches her shoulder; her senses clear and a spring is added to her step. She moves quietly into the room, followed by Flynn, whose cantrip silently pushes pebbles and detritus from his path. The Genasi's ability to silence the earth under them creates an eerie effect; footsteps and Flynn's cantrip make no sound, and the ground reforms to its original state after Scoria moves over it.
Taman adjusts his hold on his mace as all four move into the cavern; the lit stone, in his shield-arm hand, illuminates the area. Cimeri stands at the bottom of the stairs in front of the skull door, peering up at it.
"I don't sense anything else here... which way to go?" asks Cimeri.
The four look at one another and try to decide whether to take the stairs to the west, around the natural stone column, or the stairs in front of Cimeri leading to the skull door, to the north, or to climb the five foot high ledge between the column and the skull door, that's about 20 feet wide. Taman's light doesn't penetrate the far shadows past the ledge or the column.
"Guys I have no better idea of where to go in here than you do." Taman says in a soft voice. "We need to go somewhere, so I guess I'd say go to the western stairs and check those out first." Taman would not be holding his shield and mace though, but his crossbow, with a bolt set in place already.
“Well if we are going after a necromancer’s later, I would assume the big door with the skull would be a little in the nose. If we are checking each route first we should do it quickly. I recommend we take the ledge as it’s less predictable to spot than the stairs. But I will follow the party.”
“A big skull on the door of a necromancer is a bit obvious, surely - false tracks, kind of thing? Let’s get one of you with good sight up on that ledge, see if that answers any questions, then if not, let’s try the western stairs”
[Note: As Cimeri has already 'perceived' nothing, it will require 'Investigation' to further inspect the door, which will also require touching it unless otherwise noted; I'd say Disadvantage on the test if it's not touched]
Taman searches the stairs before the door and finds no evidence of traps. He takes a long look before reaching out to touch it.
Purple light blasts forth from the door; Taman feels the strength of his life essence scoured from his muscles as the beam tears through him, barely missing those behind him. [pls make a CON save throw Taman. Post inspection you may have an idea about disabling the trap: make an arcana check]
This post has potentially manipulated dice roll results.
Cimery left elders to deal with the door and went to investigate the ledge. For some reason - that appearing empty cave still felt dangerous - trying to be as discreet as possible.
Taman shudders as the ray passes through him and bears down, gritting his teeth. He shrugs off the fevers of the necrotic ray, but is left a bit shaken and can’t figure out how to disarm the door’s trap.
Cimeri nimbly eases herself up to the top of the ledge... and freezes. She sees two humanoid forms pressed against the backside of the column, seeming to be bare bones skeletons standing on their feet!
As quiet as possible Cimeri returns to the group to reported (again, as quiet as possibly) her findings. It's a Necromancer lair and skeletons would be hardly only a part of decorations.
"Well, unless someone can deal with the door, I think we should move on to the skeletons or the other stairs." Taman says, worried about how much time they are taking and still a bit shaken from the door's trap.
Before leaving the boat, Scoria will ask Calabrax “do you know how long do we have? Are we expecting this to be an hour, an evening?”
Scoria will take up the rear guard - with no darkvision, nor much capability at stealth, she serves better as a shield than scout.
(As a note - Scoria hated being at sea. Waves are awful, the motion of the boat is awful, fish are awful, not having the ground under her feet is awful. She’d tried not to sulk or otherwise impose on her new companions, especially since they were in mourning, but it would have been evident that she was miserable)
Calabrax replies with a blank stare. After a moment, "Move carefully but quickly, and quickly but carefully. This entire gambit rests on the outcome of your task; we wouldn't be assaulting the tower if we couldn't get the phylactery. Don't get caught."
He seems to realize how unhelpful his cryptic reply is, and after another moment adds, "I think they can keep the Duchess of Rot busy for.. an hour? Maybe more? At least, we can keep her busy enough that she is less aware of what's happening in the cellar for that long... take longer than that and you should expect company."
In which case, Scoria will cast pass without trace on the party as soon as their feet are on solid ground.
“This will help us - we should be able to move with more subtlety than otherwise, but it will only last an hour. We should heed Calabrax’s words.”
The excitement of sudden operation pushed away all other thoughts and worries. Cimeri calmed herself as well as she could and tried to think as Master taught her. "Light might be good: if there are monster somewhere on the ceiling - they can see us anyway, but you would need the light. Do not think such a door could be left unguarded. Or un-trapped. I do not know much about traps but can try to look."
Perception 7
Meili Liang Lvl 5 Monk
Dice
Flynn appreciates the solid ground under his feet. “ The light should be good, as it were, everyone else is busy up there. What could go wrong down here.” He begins to mold earth in the path in front of him to clear the debris and dirt to avoid soiling his shoes and slipping.
"Let's not waste any time then..." Taman says as he holds forth the glowing rock. He moves forward with the group, Flynn and the teifling in the lead.
Cimeri feels an invigorating thrill as Taman lightly touches her shoulder; her senses clear and a spring is added to her step. She moves quietly into the room, followed by Flynn, whose cantrip silently pushes pebbles and detritus from his path. The Genasi's ability to silence the earth under them creates an eerie effect; footsteps and Flynn's cantrip make no sound, and the ground reforms to its original state after Scoria moves over it.
Taman adjusts his hold on his mace as all four move into the cavern; the lit stone, in his shield-arm hand, illuminates the area. Cimeri stands at the bottom of the stairs in front of the skull door, peering up at it.
"I don't sense anything else here... which way to go?" asks Cimeri.
The four look at one another and try to decide whether to take the stairs to the west, around the natural stone column, or the stairs in front of Cimeri leading to the skull door, to the north, or to climb the five foot high ledge between the column and the skull door, that's about 20 feet wide. Taman's light doesn't penetrate the far shadows past the ledge or the column.
[7:02 PM]
"Guys I have no better idea of where to go in here than you do." Taman says in a soft voice. "We need to go somewhere, so I guess I'd say go to the western stairs and check those out first." Taman would not be holding his shield and mace though, but his crossbow, with a bolt set in place already.
“Well if we are going after a necromancer’s later, I would assume the big door with the skull would be a little in the nose. If we are checking each route first we should do it quickly. I recommend we take the ledge as it’s less predictable to spot than the stairs. But I will follow the party.”
“A big skull on the door of a necromancer is a bit obvious, surely - false tracks, kind of thing? Let’s get one of you with good sight up on that ledge, see if that answers any questions, then if not, let’s try the western stairs”
[Note: As Cimeri has already 'perceived' nothing, it will require 'Investigation' to further inspect the door, which will also require touching it unless otherwise noted; I'd say Disadvantage on the test if it's not touched]
Taman will check the skull stairs for traps... First casting guidance on himself.
Perception: 5
If investigation instead: add 1.
Bonus from Guidance: 3
If he does not spot any traps he will walk up the stairs to check out the door:
Investigation: 9
Bonus from Guidance: 4
Taman searches the stairs before the door and finds no evidence of traps. He takes a long look before reaching out to touch it.
Purple light blasts forth from the door; Taman feels the strength of his life essence scoured from his muscles as the beam tears through him, barely missing those behind him.
[pls make a CON save throw Taman. Post inspection you may have an idea about disabling the trap: make an arcana check]
Con save: 8
Arcana check: 15
Cimery left elders to deal with the door and went to investigate the ledge. For some reason - that appearing empty cave still felt dangerous - trying to be as discreet as possible.
Stealth 17
I would love to keep my 21 Perception, but if you count it as separate check - Perception 21
Meili Liang Lvl 5 Monk
Dice
Taman shudders as the ray passes through him and bears down, gritting his teeth. He shrugs off the fevers of the necrotic ray, but is left a bit shaken and can’t figure out how to disarm the door’s trap.
Cimeri nimbly eases herself up to the top of the ledge... and freezes. She sees two humanoid forms pressed against the backside of the column, seeming to be bare bones skeletons standing on their feet!
As quiet as possible Cimeri returns to the group to reported (again, as quiet as possibly) her findings. It's a Necromancer lair and skeletons would be hardly only a part of decorations.
Meili Liang Lvl 5 Monk
Dice
"Well, unless someone can deal with the door, I think we should move on to the skeletons or the other stairs." Taman says, worried about how much time they are taking and still a bit shaken from the door's trap.
“If the skeletons aren’t actively attacking us, let’s try the other stairs. We don’t have time to fight everything we see”
Without a word, Cimeri turns around and - still as stealthy and attentively as possible moves up to another stairs.
Meili Liang Lvl 5 Monk
Dice