(OK, using familiar sight and Minor Illusion to project a map for team-mates is awesome! You need to use that Inspiration so I can dish it out again!)
As Lucy adjusts the illusion to match her 'medieval zoom', Gruenic and Sila look closer to trnslate the runes (assuming it's OK to share rather than use a spoiler):
The runes on the front of each tomb appear to represent the names of the occupants or the intended occupants. Three of the stone coffins have additional runes carved into them, recording the occupant’s date of death and the great deeds the dwarf performed in life. Also carved into these three coffins is a warning that doom awaits any who dare to defile the honorable dead. The names on these three sepulchers are those of Borgol the Old, Gharin Orc-Doom, and Numik the Unlucky
Sila reads off the details on the coffins with reverance in full, alternating with Gruenic as needed for translation giving the Dwarves within the courtesy deserved. Seeming to need to do so.
@DM Do the runes appear to be magical or symbolic? At least for translation purposes. She is unable to actually detect magic.
Gruenic helps with the translation, giving Artemis the gift of extended darkvision. "Should we move in there to investigate further? Did you see anything moving in there?"
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Garavant listens as the others explain what the runes signify. He raises an eyebrow at the dire warning about disturbing the dead dwarves...such extreme language can mean only one thing...
"i imagine there are riches to be found in there indeed,"he whispers to no one in particular other than himself.
Sila nods, "The skeletons above weren't animated, maybe we'll get lucky here too. There are a lot of coffins in there though, maybe work our way across the room slowly in case any do rise. Can anyone detect undead?"
Gruenic says "If they are within 30 feet or so of me, if they hear my prayers or see the symbol of Selune, I can make them flee, but I cannot "detect" them at will. I can go in there and see if any come forth, make them flee from me if they do."
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
"I can't detect undead. I could detect magic if needed though. Would take me ten minutes to perform the ritual, don't think we should 'waste' that time to be honest. I say 'waste' because of the temporary blessing Gruenic gave me to see in the dark. I say let's continue on and let's see what we kind of awesome stuff we can find in here!"
“Ok.” Gruenic stands up straight and gathers himself, starts to walk toward the southeast passage. He turns to the others and says “Do you want me to go first? Let’s have a look.”
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
" Never underestimate the warning of the dead, Garavant. If there are treasures there will be guardians. " Lucy says in a serious tone. She nods to Gruenic. " Yes please. I let Artemis staying the chamber. If someone or something awakes, she will tell us. "
Garavant nods at Lucy's words. "No treasure worth finding lacks guardians, it's true," he says.
He looks to Gruenic. "We will be right behind you, my friend," he says. He prepares to follow the half-orc cleric, loading a bolt into his hand crossbow. He will follow a short distance behind Gruenic, trying to stick to the shadows and stay silent, so that if they do come across a threat, it won't know that he's there.
Gruenic leads you down the south east corridor and into a large open chamber as described by Artemis via Lucy. You are stood on a raised area which opens into a much larger cavern to the east. Those with 60ft dark vision can not see much further than the platform on which you stand; even the ceiling here is very high, maybe 50ft
Gruenic, as you look into the larger cavern to the east you see:
This great cavern glimmers with a faint phosphorescence. The ceiling is almost fifty feet overhead, and bright flecks and gleaming stone formations are visible in the distance. Patches of strange fungi dot the floor, including capped stalks standing as tall as a human and glowing puffballs almost a yard wide.
High ledges rise fifteen to twenty feet above the floor on the north, south, and west walls. Narrow passageways lead off to the north and the south, and a flight of carved stone stairs descends from the western ledge to a path that meanders through the center of the chamber toward a small iron door in the eastern wall. Audible throughout the entire chamber is the sigh of a soft, cool breeze that rises toward the surface far above.
"Perhaps we should start checking the coffins as we progress?" Moving to study the one just north of her studying it and if it can be opened. "To prevent something rising from them after we pass?"
This post has potentially manipulated dice roll results.
Gruenic peers out and then says to the group, "Squad, I'm seeing some large mushrooms that look strange in that cavern ahead, we need to approach with caution there.' He turns to Sila and says "I agree with you there. Perhaps we should investigate these dwarven tombs. Perhaps one of them was buried with Sunneedle!"
Gruenic goes first to the sepulcher of Borgol the Old first, examines the lid and looks for traps, then he tries to open the sepulcher if none are found. He asks for help from Sila or Garavant. He also casts guidance on the evaluation of the sepulcher and the strength to open it.
Garavant crouches close by, ready to spring into action should something nasty pop out of the sepulcher--or to step forward should the container be trapped and/or locked.
Gruenic examines the coffin of Borgol the Old and, seeing no sign of traps, puts his shoulder under the heavy stone lid to lift it. With Sila's - and Selune's - help, the cleric manages to move the large slab until it slides far enough to unbalance and fall over the side of the coffin. It crashes to the ground with a clash that echoes around the large cavern, seemingly for ages until it fades into the darkness.
Inside Borgol's coffin you find an old dwarven skeleton, shreds of clothing and little else. Gruenic does spot a golden ring in the shape of a dragon holding its tail in its mouth.
This post has potentially manipulated dice roll results.
Gruenic, is interested in the ring and he picks it up to examine it. He shows it to everyone, try to get a sense if it is magical, he looks in more detail at the ring. "What do you think of this?"
Afterward, he moves on to Gharin Orc-Doom's sepulcher and repeats the process. He examines for any traps (with guidance), then if nothing detected, he and Sila open it up.
Perception : 23
Athletics : 21
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
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@Gruenic - that makes more sense if it could be given to an owl? I can edit my post
@Lucy - Medieval Zoom feature - love it.
(OK, using familiar sight and Minor Illusion to project a map for team-mates is awesome! You need to use that Inspiration so I can dish it out again!)
As Lucy adjusts the illusion to match her 'medieval zoom', Gruenic and Sila look closer to trnslate the runes (assuming it's OK to share rather than use a spoiler):
The runes on the front of each tomb appear to represent the names of the occupants or the intended occupants. Three of the stone coffins have additional runes carved into them, recording the occupant’s date of death and the great deeds the dwarf performed in life. Also carved into these three coffins is a warning that doom awaits any who dare to defile the honorable dead. The names on these three sepulchers are those of Borgol the Old, Gharin Orc-Doom, and Numik the Unlucky
Sila reads off the details on the coffins with reverance in full, alternating with Gruenic as needed for translation giving the Dwarves within the courtesy deserved. Seeming to need to do so.
@DM Do the runes appear to be magical or symbolic? At least for translation purposes. She is unable to actually detect magic.
Gruenic helps with the translation, giving Artemis the gift of extended darkvision. "Should we move in there to investigate further? Did you see anything moving in there?"
A wizard is never late, nor is he early, he arrives precisely when he means to.
Garavant listens as the others explain what the runes signify. He raises an eyebrow at the dire warning about disturbing the dead dwarves...such extreme language can mean only one thing...
"i imagine there are riches to be found in there indeed," he whispers to no one in particular other than himself.
Sila nods, "The skeletons above weren't animated, maybe we'll get lucky here too. There are a lot of coffins in there though, maybe work our way across the room slowly in case any do rise. Can anyone detect undead?"
Gruenic says "If they are within 30 feet or so of me, if they hear my prayers or see the symbol of Selune, I can make them flee, but I cannot "detect" them at will. I can go in there and see if any come forth, make them flee from me if they do."
A wizard is never late, nor is he early, he arrives precisely when he means to.
"I can't detect undead. I could detect magic if needed though. Would take me ten minutes to perform the ritual, don't think we should 'waste' that time to be honest. I say 'waste' because of the temporary blessing Gruenic gave me to see in the dark. I say let's continue on and let's see what we kind of awesome stuff we can find in here!"
“Ok.” Gruenic stands up straight and gathers himself, starts to walk toward the southeast passage. He turns to the others and says “Do you want me to go first? Let’s have a look.”
A wizard is never late, nor is he early, he arrives precisely when he means to.
" Never underestimate the warning of the dead, Garavant. If there are treasures there will be guardians. " Lucy says in a serious tone. She nods to Gruenic. " Yes please. I let Artemis staying the chamber. If someone or something awakes, she will tell us. "
Garavant nods at Lucy's words. "No treasure worth finding lacks guardians, it's true," he says.
He looks to Gruenic. "We will be right behind you, my friend," he says. He prepares to follow the half-orc cleric, loading a bolt into his hand crossbow. He will follow a short distance behind Gruenic, trying to stick to the shadows and stay silent, so that if they do come across a threat, it won't know that he's there.
Stealth 11
(You do not recognise the runes as having any arcane significance)
Gruenic leads you down the south east corridor and into a large open chamber as described by Artemis via Lucy. You are stood on a raised area which opens into a much larger cavern to the east. Those with 60ft dark vision can not see much further than the platform on which you stand; even the ceiling here is very high, maybe 50ft
Gruenic, as you look into the larger cavern to the east you see:
This great cavern glimmers with a faint phosphorescence. The ceiling is almost fifty feet overhead, and bright flecks and gleaming stone formations are visible in the distance. Patches of strange fungi dot the floor, including capped stalks standing as tall as a human and glowing puffballs almost a yard wide.
High ledges rise fifteen to twenty feet above the floor on the north, south, and west walls. Narrow passageways lead off to the north and the south, and a flight of carved stone stairs descends from the western ledge to a path that meanders through the center of the chamber toward a small iron door in the eastern wall. Audible throughout the entire chamber is the sigh of a soft, cool breeze that rises toward the surface far above.
"Perhaps we should start checking the coffins as we progress?" Moving to study the one just north of her studying it and if it can be opened. "To prevent something rising from them after we pass?"
Gruenic peers out and then says to the group, "Squad, I'm seeing some large mushrooms that look strange in that cavern ahead, we need to approach with caution there.' He turns to Sila and says "I agree with you there. Perhaps we should investigate these dwarven tombs. Perhaps one of them was buried with Sunneedle!"
Gruenic goes first to the sepulcher of Borgol the Old first, examines the lid and looks for traps, then he tries to open the sepulcher if none are found. He asks for help from Sila or Garavant. He also casts guidance on the evaluation of the sepulcher and the strength to open it.
Perception : 25
Strength : 16
A wizard is never late, nor is he early, he arrives precisely when he means to.
Sila moves quickly over to Gruenic to help him lift the lid of the sepulcher.
Garavant crouches close by, ready to spring into action should something nasty pop out of the sepulcher--or to step forward should the container be trapped and/or locked.
Gruenic examines the coffin of Borgol the Old and, seeing no sign of traps, puts his shoulder under the heavy stone lid to lift it. With Sila's - and Selune's - help, the cleric manages to move the large slab until it slides far enough to unbalance and fall over the side of the coffin. It crashes to the ground with a clash that echoes around the large cavern, seemingly for ages until it fades into the darkness.
Inside Borgol's coffin you find an old dwarven skeleton, shreds of clothing and little else. Gruenic does spot a golden ring in the shape of a dragon holding its tail in its mouth.
The cavern is quiet again...
Gruenic, is interested in the ring and he picks it up to examine it. He shows it to everyone, try to get a sense if it is magical, he looks in more detail at the ring. "What do you think of this?"
Afterward, he moves on to Gharin Orc-Doom's sepulcher and repeats the process. He examines for any traps (with guidance), then if nothing detected, he and Sila open it up.
Perception : 23
Athletics : 21
A wizard is never late, nor is he early, he arrives precisely when he means to.