This area looks to be as clean and well taken care of as the previous section of the chamber. Hex takes a closer look at the surroundings, but nothing stands out. Cassyt hands the lantern over to Ola, staying close by the paladin.
As Ola and Cassyt lead the group further into the tombs, Hex walks alongside Sylyra. "So. If you don't mind me asking, I'm curious about your previous job. It was the one that Zelra wasn't a part of so I don't know anything about it."
Sylyra gives Hex a curious, slightly disapproving look before his features soften with insouciance. "Not much to speak of. Traveled to an island full of idiots, thwarted a band of pirates pretending to be spirits, then traveled to their ship ... " He trails off. "Well, I suppose that was something of interest," he says, his tone of voice changing to take on an air of conspiracy. "We arrived at the ship just as another ship — this one actually a ghost ship — became entangled with the false ghost ship," the elf says, sounding curious. "We may never know what actually happened. It was ... well ... " The curiosity fades from his voice, replaced once again with snobbish disinterest. "The bottom line is we stopped whatever it was that was happening, and brought back one dead hireling and a mongrel girl. Oh, you saw her, the one who came in with the goggles." He pauses, then trying to sound airy, but only mostly succeeding, he asks, "So, how is Zelra? Suffering, I hope, since she left us high and dry."
Hex's eyes widen in surprise. "A ghost ship, huh? That's pretty cool. Kinda wish I joined you guys sooner." She lets out a light chuckle, before looking away thoughtfully. "How's Zelra, huh... well she's doing pretty good, last I heard. Bright horizons, or something like that. I actually haven't spoken to her for a while."
Arnald positions himself in the rear with the goggles on his forehead, so that he can lower them quickly should he need to, and bow in hand. Sly is perched on his shoulder as usual keeping an eye out for any surprises, particularly behind them.
OOC: Do the magic goggles work like night vision goggles where the lantern will mess up Arnald's vision?
OOC: Now that Arnald has tried them out, these are goggles of night. They do not require attunement to use, and they simply give Arnald 60 feet of darkvision while he wears them. Bright light is still bright light, but dim light is also bright light and darkness is dim light while they are in effect. I've added them to his inventory.
The lantern casts dancing shadows along the wall, while the shallow stone steps cast a facade of themselves onto the ceiling ahead of you while you descend them. Halfway to the bottom the stairs flatten to a small platform before continuing downward. A stone door is closed here to the right side. Cassyt stops for a moment and offers, "We are reaching the older sections of the catacombs, where the dead have been at rest longer than any of us have been alive. We know little about some of these areas; in some cases we do not even know who is interred within, but we have been tasked with protecting their rest."
Before Uragum forgets, he casts mage armor on himself to be prepared. When they reach the door he adds in, "Well, we've seen nothing of much interest yet, I think we should push deeper. Just be prepared. When we face undead, they have a history of jumping at us from the shadows."
"This door leads to The Bone Pit," Cassyt answers. "It is a place where the dead were interred long before we arrived."
She responds to Ola, "The catacombs are too great an area for us to check so frequently. They are sealed in times of danger, and the Order of the Silent Shroud protects them by keeping grave robbers, tomb raiders, and the like from disturbing their rest."
Then answering Sylyra, she says, "The stairs will take us to the Lower Catacombs. There are areas there that even we have not explored, and they are not as well kept, since most of the recent dead are interred in the Necropolis."
She nods at Uragum, "I confess I have never seen an undead creature before, but that does seem a likely strategy. I am prepared to cast the sacred light of Kelemvor upon them."
"So, every door in the explored part of the dungeon is sealed?" That was the only part of "taking care rituals" that bothered her. "This is reassuring". She walked quietly for the most part not so much expecting the foe to jump from the shadow but hoping to hear the potential danger before it happening.
Not really hearing an answer to his question, Sylyra pauses, feeling only slightly impatient. He begins keeping an eye out for rodents or reptiles who he might question about the supposed undead (using speech of the woods).
"Well if it's just a room, let's continue onwards then. I'm sure the Kelemvorites have already checked it and whatever we're looking for is deeper into the catacombs." Hex walks down a few steps, standing to the side to let the others through first.
"Oh, not every door is sealed within," Cassyt answers as Ola continues the descent. "But any entrances are sealed, such as the one we came through. Doomguide Glandon ordered it sealed when the presence of undead was determined, for example. That way, none could escape, and nobody else could enter to provoke them further."
The passage descends by shallow stone steps to a 15-foot-square room. Wooden stairs wind around the walls of the shaft down into the darkness.
The stairs look as though they are ancient, and the wood rotted and weak.
They wind around a tall statue of a strange, four-armed humanoid with vaguely insectoid features. It clutches a scroll in one hand, a quill in a second, and a skull in a third, while the fourth is empty.
The floor of the room is about 20 feet below that of the hallway you approach in, and the steps are about 3 feet wide. Two passages extend further into the catacombs at the ground level.
"Don't know..." Uragum says. "Maybe someone light should try first. Oh, speaking of light, lets drop some down below. I'd rather see what at the bottom before take rickety steps down." From his pack he pulls out another touch, lights it from the one they have lit already and drops it down.
Hex turns to Cassyt with a light smile and chuckle. "I hope you don't mind us asking a million and one questions, even if it is your job. What's down those two corridors there?"
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Ola will carry the lamp until the point where investigation stopped last time.
Meili Liang Lvl 5 Monk
Dice
This area looks to be as clean and well taken care of as the previous section of the chamber. Hex takes a closer look at the surroundings, but nothing stands out. Cassyt hands the lantern over to Ola, staying close by the paladin.
See my profile for all my PbP threads!
As Ola and Cassyt lead the group further into the tombs, Hex walks alongside Sylyra. "So. If you don't mind me asking, I'm curious about your previous job. It was the one that Zelra wasn't a part of so I don't know anything about it."
Sylyra gives Hex a curious, slightly disapproving look before his features soften with insouciance. "Not much to speak of. Traveled to an island full of idiots, thwarted a band of pirates pretending to be spirits, then traveled to their ship ... " He trails off. "Well, I suppose that was something of interest," he says, his tone of voice changing to take on an air of conspiracy. "We arrived at the ship just as another ship — this one actually a ghost ship — became entangled with the false ghost ship," the elf says, sounding curious. "We may never know what actually happened. It was ... well ... " The curiosity fades from his voice, replaced once again with snobbish disinterest. "The bottom line is we stopped whatever it was that was happening, and brought back one dead hireling and a mongrel girl. Oh, you saw her, the one who came in with the goggles." He pauses, then trying to sound airy, but only mostly succeeding, he asks, "So, how is Zelra? Suffering, I hope, since she left us high and dry."
Hex's eyes widen in surprise. "A ghost ship, huh? That's pretty cool. Kinda wish I joined you guys sooner." She lets out a light chuckle, before looking away thoughtfully. "How's Zelra, huh... well she's doing pretty good, last I heard. Bright horizons, or something like that. I actually haven't spoken to her for a while."
Arnald positions himself in the rear with the goggles on his forehead, so that he can lower them quickly should he need to, and bow in hand. Sly is perched on his shoulder as usual keeping an eye out for any surprises, particularly behind them.
OOC: Do the magic goggles work like night vision goggles where the lantern will mess up Arnald's vision?
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DM - Waterdeep Dragon Heist PbP
Sylyra looks at Hex out of the corner of his eye for an appraising moment, but doesn't say anything.
OOC: Now that Arnald has tried them out, these are goggles of night. They do not require attunement to use, and they simply give Arnald 60 feet of darkvision while he wears them. Bright light is still bright light, but dim light is also bright light and darkness is dim light while they are in effect. I've added them to his inventory.
The lantern casts dancing shadows along the wall, while the shallow stone steps cast a facade of themselves onto the ceiling ahead of you while you descend them. Halfway to the bottom the stairs flatten to a small platform before continuing downward. A stone door is closed here to the right side. Cassyt stops for a moment and offers, "We are reaching the older sections of the catacombs, where the dead have been at rest longer than any of us have been alive. We know little about some of these areas; in some cases we do not even know who is interred within, but we have been tasked with protecting their rest."
See my profile for all my PbP threads!
Hex knocks on the door to the right. "What's past this door? Does it lead deeper into the catacombs as well or is it just a closed room?"
"How do you protect the dead? Checking every room or sealing them from outside?" added a couple more questions Ola.
Meili Liang Lvl 5 Monk
Dice
"Is it just a chamber? Should we continue down?" Sylyra asks, not concerned with peppering their guide with questions.
Before Uragum forgets, he casts mage armor on himself to be prepared. When they reach the door he adds in, "Well, we've seen nothing of much interest yet, I think we should push deeper. Just be prepared. When we face undead, they have a history of jumping at us from the shadows."
"This door leads to The Bone Pit," Cassyt answers. "It is a place where the dead were interred long before we arrived."
She responds to Ola, "The catacombs are too great an area for us to check so frequently. They are sealed in times of danger, and the Order of the Silent Shroud protects them by keeping grave robbers, tomb raiders, and the like from disturbing their rest."
Then answering Sylyra, she says, "The stairs will take us to the Lower Catacombs. There are areas there that even we have not explored, and they are not as well kept, since most of the recent dead are interred in the Necropolis."
She nods at Uragum, "I confess I have never seen an undead creature before, but that does seem a likely strategy. I am prepared to cast the sacred light of Kelemvor upon them."
See my profile for all my PbP threads!
"So, every door in the explored part of the dungeon is sealed?" That was the only part of "taking care rituals" that bothered her. "This is reassuring". She walked quietly for the most part not so much expecting the foe to jump from the shadow but hoping to hear the potential danger before it happening.
Meili Liang Lvl 5 Monk
Dice
Not really hearing an answer to his question, Sylyra pauses, feeling only slightly impatient. He begins keeping an eye out for rodents or reptiles who he might question about the supposed undead (using speech of the woods).
"Well if it's just a room, let's continue onwards then. I'm sure the Kelemvorites have already checked it and whatever we're looking for is deeper into the catacombs." Hex walks down a few steps, standing to the side to let the others through first.
OOC: Assuming everyone else is agreed with Hex.
"Oh, not every door is sealed within," Cassyt answers as Ola continues the descent. "But any entrances are sealed, such as the one we came through. Doomguide Glandon ordered it sealed when the presence of undead was determined, for example. That way, none could escape, and nobody else could enter to provoke them further."
The passage descends by shallow stone steps to a 15-foot-square room. Wooden stairs wind around the walls of the shaft down into the darkness.
The stairs look as though they are ancient, and the wood rotted and weak.
They wind around a tall statue of a strange, four-armed humanoid with vaguely insectoid features. It clutches a scroll in one hand, a quill in a second, and a skull in a third, while the fourth is empty.
The floor of the room is about 20 feet below that of the hallway you approach in, and the steps are about 3 feet wide. Two passages extend further into the catacombs at the ground level.
See my profile for all my PbP threads!
Sylyra hesitates. "Are these safe?" he asks of the stairs.
"Don't know..." Uragum says. "Maybe someone light should try first. Oh, speaking of light, lets drop some down below. I'd rather see what at the bottom before take rickety steps down." From his pack he pulls out another touch, lights it from the one they have lit already and drops it down.
Hex turns to Cassyt with a light smile and chuckle. "I hope you don't mind us asking a million and one questions, even if it is your job. What's down those two corridors there?"