Bob shudders at the name "Strahd" being uttered aloud, shouldering his pack and bringing up the rear as usual. "Best not speak tha' name here. Words have power and names more so," he nods and taps his staff on the floor for emphasis. Taptap. The staff had begun to take on a crusted over appearance as it gathered lichen, moss and clinging fungi much like the thatch of furry green growing on his shoulder.
As they wander back toward the sound of the chanting he casts Detect Magic and concentrates on it, ready to call out a warning to the others should he see the telltale glimmer of a magic ahead.
Ban exits her dream state roughly half through the rest period. She wipes her face and thinks about her past, staring at the floor unmoving. As the moss grows on the dwarf's shoulder, Ban finds it interesting and sums it up to his tie with nature. After all, she's seen others with peculiar additions through woodland magics in the Feywild. Ban takes mental inventory of her skills and equipment available but remains otherwise quiet while the party rests.
As we rouse for the continuation of our journey, Ban yawns loudly with a giant stretch. She sleepily greets each a good morning, as it were, with a smile and overall happy appearance. After some light calisthenics, she breaks off a small bit of rations and nibbles on it as she goes with the party.
Tiochecks the door in the southwest corner of the room. The door appears to be unlocked and Tio does not see any traps on the door. Tio opens the door and finds a 10 ft. hallway that travels south. At the end of the hall, there is an opening on the east wall that appears to lead to a larger room.
DM: Hate slowing this down but I don't want to assume any of the party's actions.
The party moves down the tunnel to the opening and finds a 15 ft. x 25 ft. room with a large alcove about 5 ft. into the room, along the south wall that adds another 5 ft. to the width of the room.
This room is festooned with moldy skeletons that hang from rusty shackles against the walls of the room. a wide alcove in the south wall contains a painted wooden statue carved in the likeness of a gaunt, paled-faced man wearing fine clothing and a voluminous black cloak. The statues' left-hand rests upon the carved image of a wolf that stands next to him with his right arm extended in front of him. The right hand has the palm facing upwards and setting in the palm is a smokey-gray orb.
The party sees a skeleton shackled to the wall to the right and left of the entrance they stand in and 4 skeletons shackled to the north wall, spaced approximately 5 ft. apart. The light from their torches light up the room and 2 more skeletons can be seen shackled to the east wall, 1 in the northeast corner and 1 in the southeast corner.
Gillain is lost for words at the scene... she steps forward, unbelieving.... she moves towards the very centre of the room, revolving in slow circles as she walks, unable to take it all in. The horror of this room! Her spear and shield are held, but almost limply at her sides...
Wrinkling his nose, Gimble says, "This smells like a trap. I don't trust those skeletons or that dark gem in the statue's hand. Bob, have you detected any magic in this room?"
Pointing his crossbow at one of the skeletons, he adds, "I wouldn't go in there yet if I were you Gillain--this may be more malevolent than it seems," as he prepares to shoot a moldy skeleton to see if it reacts as an undead might.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
The eladrin walks from behind with hands on the back of her head, nonchalantly. She takes in the room and her mood sours. Putting a hand to her mouth, she says, "How horrible! What suffering and such a terrible way to go."Ban offers a few silent words in elvish wishing the dead peace.
If all seems well, and Bob doesn't report anything in particular, Ban will approach the skeletons cautiously and tap the nearest one with the lightest of touches. Recoiling, expecting something to happen, she lets out a light 'eep'.
The party gathers at the entrance of the room. The odors of decay, old blood, and earth linger here.
Bob casts Detect Magic and he believes it is working but, he does not detect any magic in the area, outside of the few items the party is carrying at this time.
Farrisscans the area and room for signs of Undead or their passing but, finds nothing of note.
Banreaches out and lightly touches the skeleton shackled to the right of the entrance the party is standing in. The slight tap seems to echo within the dome of the skeleton's skull. As Ban recoils from the contact, nothing happens.
Gillain, almost emotionally overwhelmed by the spectacle of this room, regains her composure but is still shocked by the scene that lays before her.
Tio stands stoically, surveying the room with the rest of the party.
This post has potentially manipulated dice roll results.
Sighing heavily in relief, Ban regains her composure. The eladrin looks around sheepishly and looks to release the bodies from their eternal restraints. She retrieves her trusty tension wrench and feeler pick and works to unlock the shackles.
Bob casts Detect Magic and he believes it is working but, he does not detect any magic in the area, outside of the few items the party is carrying at this time.
Gillain doesn’t like this unholy room and quietens her thoughts for a second and reaches out with her feelings and senses...
((She uses the Paladin trait Devine Sense to detect undead, celestials and fiends within 60ft who are not behind total cover. She would also sense anything effected by the hallow spell (consecrated or desecrated) )).
Divine Sense details:
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
Bob shudders at the name "Strahd" being uttered aloud, shouldering his pack and bringing up the rear as usual. "Best not speak tha' name here. Words have power and names more so," he nods and taps his staff on the floor for emphasis. Taptap. The staff had begun to take on a crusted over appearance as it gathered lichen, moss and clinging fungi much like the thatch of furry green growing on his shoulder.
As they wander back toward the sound of the chanting he casts Detect Magic and concentrates on it, ready to call out a warning to the others should he see the telltale glimmer of a magic ahead.
Ban exits her dream state roughly half through the rest period. She wipes her face and thinks about her past, staring at the floor unmoving. As the moss grows on the dwarf's shoulder, Ban finds it interesting and sums it up to his tie with nature. After all, she's seen others with peculiar additions through woodland magics in the Feywild. Ban takes mental inventory of her skills and equipment available but remains otherwise quiet while the party rests.
As we rouse for the continuation of our journey, Ban yawns loudly with a giant stretch. She sleepily greets each a good morning, as it were, with a smile and overall happy appearance. After some light calisthenics, she breaks off a small bit of rations and nibbles on it as she goes with the party.
Tio checks the door in the southwest corner of the room. The door appears to be unlocked and Tio does not see any traps on the door.
Tio opens the door and finds a 10 ft. hallway that travels south. At the end of the hall, there is an opening on the east wall that appears to lead to a larger room.
DM: Hate slowing this down but I don't want to assume any of the party's actions.
Actions?
Tio will continue to lead as the others talk amongst themselves, when she gets close to the open she will slowly turn the corner to peer inside.
Felix Windfall(Human-V Lv.7 Rogue) killed in ToA, Vallan Houndstrider (Halfling Ghostwise Lv.1 Fighter) in DiAGillain will proceed, along with Tio, side by side, to see what is around the next corner...
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss
https://docs.google.com/drawings/d/1zCxvL46BBQ877rMwrK17G8Myu6PBsnkKnr_IYB-p1Vs/edit
The party moves down the tunnel to the opening and finds a 15 ft. x 25 ft. room with a large alcove about 5 ft. into the room, along the south wall that adds another 5 ft. to the width of the room.
This room is festooned with moldy skeletons that hang from rusty shackles against the walls of the room. a wide alcove in the south wall contains a painted wooden statue carved in the likeness of a gaunt, paled-faced man wearing fine clothing and a voluminous black cloak. The statues' left-hand rests upon the carved image of a wolf that stands next to him with his right arm extended in front of him. The right hand has the palm facing upwards and setting in the palm is a smokey-gray orb.
The party sees a skeleton shackled to the wall to the right and left of the entrance they stand in and 4 skeletons shackled to the north wall, spaced approximately 5 ft. apart. The light from their torches light up the room and 2 more skeletons can be seen shackled to the east wall, 1 in the northeast corner and 1 in the southeast corner.
In the alcove stands the statue.
Gillain is lost for words at the scene... she steps forward, unbelieving.... she moves towards the very centre of the room, revolving in slow circles as she walks, unable to take it all in. The horror of this room! Her spear and shield are held, but almost limply at her sides...
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss
Gimble:
Wrinkling his nose, Gimble says, "This smells like a trap. I don't trust those skeletons or that dark gem in the statue's hand. Bob, have you detected any magic in this room?"
Pointing his crossbow at one of the skeletons, he adds, "I wouldn't go in there yet if I were you Gillain--this may be more malevolent than it seems," as he prepares to shoot a moldy skeleton to see if it reacts as an undead might.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
The eladrin walks from behind with hands on the back of her head, nonchalantly. She takes in the room and her mood sours. Putting a hand to her mouth, she says, "How horrible! What suffering and such a terrible way to go." Ban offers a few silent words in elvish wishing the dead peace.
If all seems well, and Bob doesn't report anything in particular, Ban will approach the skeletons cautiously and tap the nearest one with the lightest of touches. Recoiling, expecting something to happen, she lets out a light 'eep'.
The party gathers at the entrance of the room. The odors of decay, old blood, and earth linger here.
Bob casts Detect Magic and he believes it is working but, he does not detect any magic in the area, outside of the few items the party is carrying at this time.
Farris scans the area and room for signs of Undead or their passing but, finds nothing of note.
Ban reaches out and lightly touches the skeleton shackled to the right of the entrance the party is standing in. The slight tap seems to echo within the dome of the skeleton's skull. As Ban recoils from the contact, nothing happens.
Gillain, almost emotionally overwhelmed by the spectacle of this room, regains her composure but is still shocked by the scene that lays before her.
Tio stands stoically, surveying the room with the rest of the party.
Actions? Decisions?
Sighing heavily in relief, Ban regains her composure. The eladrin looks around sheepishly and looks to release the bodies from their eternal restraints. She retrieves her trusty tension wrench and feeler pick and works to unlock the shackles.
Thieves Tools: 17
Edit: Tried to surround Thieves Tools by the item tag but forgot the apostrophe
As Ban goes in to work on the shackles Tio will follow to defend her if things go sideways.
Felix Windfall(Human-V Lv.7 Rogue) killed in ToA, Vallan Houndstrider (Halfling Ghostwise Lv.1 Fighter) in DiAGimble:
When the skeletons don’t animate and attack, Gimble moves over to help Ban with the unlocking process (Help action)
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Since the orb, and nothing else in the room, seems to be magical Bob walks forward to more closely examine the statue, stroking his beard.
History check on the statue: 9
Bob casts Detect Magic and he believes it is working but, he does not detect any magic in the area, outside of the few items the party is carrying at this time.
DM: Bob senses no magic from the orb.
Gillain doesn’t like this unholy room and quietens her thoughts for a second and reaches out with her feelings and senses...
((She uses the Paladin trait Devine Sense to detect undead, celestials and fiends within 60ft who are not behind total cover. She would also sense anything effected by the hallow spell (consecrated or desecrated) )).
Divine Sense details:
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss