This post has potentially manipulated dice roll results.
Ricster looks around the area and into the tree lines to make sure there is no ambush before going to help. "Let’s make sure there isn’t any funny business first."
The Dragonborn paladin is virtually quivering, ready to spring forward towards the burning building. He looks to his companions, back and forth to each of them waiting for a sign to rush forward.
Merah takes a small step forward, her expression confused for a moment as she watches the fire. "I... I think I can put out the fire, if ya want? So we're not rushin' into a burnin' buildin'." She looks down at her hand, thinking of the weird magic she'd seen herself use earlier. "Got magic now, and I'm pretty sure I can put out that fire."
"Okay. Alright." Merah looks like she's trying to psych herself up for it more than anything. But she gives the other two a little lopsided smile and moves closer to the burning building. "Uh, water?" she tries, a finger pointing at the fire. Nothing happens. She lets out a string of swears, trying to think of how she needs to do this. Oh! Right! Maybe this...
With a sigh, she digs deep into one of her coat pockets, hand resurfacing with her fingers clenched around an orb. "Listen. I don't really know what I'm doin' here, alright?" she says over her shoulder. "This is all new to me." But she tucks the orb into the crook of her arm and flings a hand back out. Her eyes narrow, and she tries to concentrate on that feeling of arcane energy she'd pulled from earlier.
"Water, please?" she asks as she wiggles her fingers at the burning building. Now it seems to work, rain starting to fall in a concentrated area, right where she was pointing.
Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
A dark grey cloud coalesced above the burning building and from its depths poured a deluge that doused the intense flames. As the water fell, the smoke turned from black to greyish-white and the crackling of kindling wood ceased.
Val runs through the flat plain full of weeds to the burning building. Its doors are...(any within 10 feet of the door)
...closed, not locked. Before you enter, you are able to experience the sight fully.
The building is an ancient shrine to the god Ilmater. Upon its soft and hardwood framing, there are words. Heavily etched and stained praises in the common speak, "From this temple, compassion. By Ilmater's light we swear to end the suffering of..."
Here, "gubuk" had been splatted across the middle by some fel being long ago in a crimson dark that fragmented itself across the bottom.
Val opens the doors and walks in...(Anyone inside)
You see a smoky room filled with white but you are able to make out several distinct objects. There's a stepped altar at the back of the room with two candle holders on each side. To the right of the altar, there's some serious fire damage where the blaze burned a pile of some kind of heavily folded cloth that was now soaked in water. It was roughly strewn about the steps and first set of seating.
There's a muddy slush running from it towards the front of the altar where the several rows of benches start. They all appear to be quite dusty. Its possible this is ash from the fire but upon leaving a handprint that revealed brightly lacquered wood beneath, you suspect the dust was here first.
Ric, you notice what Val first saw and then what he observed just after going inside. (Your investigation revealed no new or additional information. Its an old, probably abandoned, desecrated church or temple that's recently caught fire)
When Val goes to...(anyone inside the temple)
...pull the cloth, he can see that it was some kind of linen drappery meant to be hung outside. There's a kind of waxy finish on the back. On the front there's a symbol you're unfamiliar with. It looks like a tortured man; like he'd been put on a rack and then painted.
Fingers still tingling a little with that magic, Merah stops gaping at the rain she's just conjured and hurries after the other two. She hesitates at the door, the words on the front causing her some definite pause. She might not be that religious of a person in the end, but every instinct in her is screaming at her to run. She swallows that down and steps inside.
"Well, uh." She looks around, turning on her heel slowly to take everything in. "This is weird."
Val concentrates for a minute, reaching out his senses to see if there's anything lurking in the space.
Divine Sense - As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 3 times per long rest.
Val is overwhelmed with a powerful, tidal, force that sways back and forth...
...In your mind's eye. Visions of great and terrible things that have occurred within these halls begin...
As you scan from the steps of the altar out, your sight flashes between golden scenes of weddings, coming of age ceremonies, and great blessings interweaved with flashes of a reddish brown hellscape.
Shadowy creatures with sharp and jagged black outlines assaulted the temple with great violence.
Unlike the good you sensed which was dispersed through many events and years, the evil event seems to be a singular spectacle, as well as the most recent.
Towards the end of the trance, you see the last moments of the raid and you see them dragging both live and dead bodies out of this building.
Your vision clears back into the room as it is now, somewhat smoke filled with its only occupants being Merah, Ric, and yourself.
(Detect Good: There is some "celestial" presence in this building but it appears unable to manifest or be located beyond these visions.)
(Detect Evil: There were "fiends" here but there aren't any now)
Val, from what you remember, they were being pulled outside but you didn't see more than that. Walking back through the ruined chapel doors reveals dozens of tracks from every type of creature that walks or slithers. Picking out the few forcefully dragged individuals would be like selecting a specific group of sand on a beach.
(It's been quiet some time since this event, and the rain/mud from the storm days ago has made tracking them via this method unlikely.)
Ricster looks around the area and into the tree lines to make sure there is no ambush before going to help. "Let’s make sure there isn’t any funny business first."
Perception 11
Ricster
You scan the treeline for anything out of the ordinary but aside from the wayward snapped branch or disheveled bush, it looks relatively still.
Upon further inspection, you are sure that these disturbances are most likely from small animals no larger than young deer, and perhaps not even that.
Most importantly, you are positive there's nobody watching you from the trees.
The Dragonborn paladin is virtually quivering, ready to spring forward towards the burning building. He looks to his companions, back and forth to each of them waiting for a sign to rush forward.
Merah takes a small step forward, her expression confused for a moment as she watches the fire. "I... I think I can put out the fire, if ya want? So we're not rushin' into a burnin' buildin'." She looks down at her hand, thinking of the weird magic she'd seen herself use earlier. "Got magic now, and I'm pretty sure I can put out that fire."
Ricster nods to Merah. "Let’s do that."
"Okay. Alright." Merah looks like she's trying to psych herself up for it more than anything. But she gives the other two a little lopsided smile and moves closer to the burning building. "Uh, water?" she tries, a finger pointing at the fire. Nothing happens. She lets out a string of swears, trying to think of how she needs to do this. Oh! Right! Maybe this...
With a sigh, she digs deep into one of her coat pockets, hand resurfacing with her fingers clenched around an orb. "Listen. I don't really know what I'm doin' here, alright?" she says over her shoulder. "This is all new to me." But she tucks the orb into the crook of her arm and flings a hand back out. Her eyes narrow, and she tries to concentrate on that feeling of arcane energy she'd pulled from earlier.
"Water, please?" she asks as she wiggles her fingers at the burning building. Now it seems to work, rain starting to fall in a concentrated area, right where she was pointing.
Create or Destroy Water
Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
As the rain comes down, Val moves forward ready to move into the building the moment the flames die down.
A dark grey cloud coalesced above the burning building and from its depths poured a deluge that doused the intense flames. As the water fell, the smoke turned from black to greyish-white and the crackling of kindling wood ceased.
Val makes his way to the front door and works to get it open to get at whoever may be trapped inside
Athletics; 18
Val runs through the flat plain full of weeds to the burning building. Its doors are...(any within 10 feet of the door)
...closed, not locked. Before you enter, you are able to experience the sight fully.
The building is an ancient shrine to the god Ilmater. Upon its soft and hardwood framing, there are words. Heavily etched and stained praises in the common speak, "From this temple, compassion. By Ilmater's light we swear to end the suffering of..."
Here, "gubuk" had been splatted across the middle by some fel being long ago in a crimson dark that fragmented itself across the bottom.
Val opens the doors and walks in...(Anyone inside)
You see a smoky room filled with white but you are able to make out several distinct objects. There's a stepped altar at the back of the room with two candle holders on each side. To the right of the altar, there's some serious fire damage where the blaze burned a pile of some kind of heavily folded cloth that was now soaked in water. It was roughly strewn about the steps and first set of seating.
There's a muddy slush running from it towards the front of the altar where the several rows of benches start. They all appear to be quite dusty. Its possible this is ash from the fire but upon leaving a handprint that revealed brightly lacquered wood beneath, you suspect the dust was here first.
Val takes several steps into the room, searching left and right for any signs of survivors.
He makes his way towards the cloth and pulls it back.
Ricster follows Val into the building. Beside looking for survivors, he also tries to search for clues that might tell him what happened to the place.
Investigation 20
Ric, you notice what Val first saw and then what he observed just after going inside. (Your investigation revealed no new or additional information. Its an old, probably abandoned, desecrated church or temple that's recently caught fire)
When Val goes to...(anyone inside the temple)
...pull the cloth, he can see that it was some kind of linen drappery meant to be hung outside. There's a kind of waxy finish on the back. On the front there's a symbol you're unfamiliar with. It looks like a tortured man; like he'd been put on a rack and then painted.
Perhaps it's a guild or castle banner?
Fingers still tingling a little with that magic, Merah stops gaping at the rain she's just conjured and hurries after the other two. She hesitates at the door, the words on the front causing her some definite pause. She might not be that religious of a person in the end, but every instinct in her is screaming at her to run. She swallows that down and steps inside.
"Well, uh." She looks around, turning on her heel slowly to take everything in. "This is weird."
Val concentrates for a minute, reaching out his senses to see if there's anything lurking in the space.
Divine Sense - As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 3 times per long rest.
Val is overwhelmed with a powerful, tidal, force that sways back and forth...
...In your mind's eye. Visions of great and terrible things that have occurred within these halls begin...
As you scan from the steps of the altar out, your sight flashes between golden scenes of weddings, coming of age ceremonies, and great blessings interweaved with flashes of a reddish brown hellscape.
Shadowy creatures with sharp and jagged black outlines assaulted the temple with great violence.
Unlike the good you sensed which was dispersed through many events and years, the evil event seems to be a singular spectacle, as well as the most recent.
Towards the end of the trance, you see the last moments of the raid and you see them dragging both live and dead bodies out of this building.
Your vision clears back into the room as it is now, somewhat smoke filled with its only occupants being Merah, Ric, and yourself.
(Detect Good: There is some "celestial" presence in this building but it appears unable to manifest or be located beyond these visions.)
(Detect Evil: There were "fiends" here but there aren't any now)
'This was a blessed place, a place of happiness and comfort. Something terrible happened here. Recently. Something horrible.'
He looks about the space, checking for any signs of where the bodies might have been dragged away.
'There were horrible creatures here, and they struck at the heart of what is good here. We need to find them.;
Val, from what you remember, they were being pulled outside but you didn't see more than that. Walking back through the ruined chapel doors reveals dozens of tracks from every type of creature that walks or slithers. Picking out the few forcefully dragged individuals would be like selecting a specific group of sand on a beach.
(It's been quiet some time since this event, and the rain/mud from the storm days ago has made tracking them via this method unlikely.)
"Horrible creatures?" Ricster turns to Val. "What kind of creatures?"