For the next several minutes, the group focuses on catching their breath and tending their wounds. Doozey takes care of the cuts and bruises that can benefit from salves and bindings. (Doozey recovers 17 HP; Neya recovers 13 HP; Graxx recovers 14 HP; Utar recovers 16 HP.)
Utar retrieves Cassyt, who can't help but share her opinion: "This fight was nothing like the other one. It looked grim there for a moment."The acolyte spends a few minutes examining the two zombies but does not recognize them.
Graxx busies himself with the false wall panel, or the people behind it rather. They are silent for a little while longer, specially following a threat. Eventually, a different voice from the one you heard earlier says: "Why would we come out if you are threatening to hurt us?"
Hoping another voice might help settle the nerves of whoever is behind the door, Utar pipes up and takes a different tack to Graxx.
"Fine, stay in there. Presumably there isn't any other way out as otherwise you would have hightailed it away from your welcoming committee when you had the chance. Either that or we're now day between you and your way out. We'll catch our breath out here, have a bite to eat. We can ask any questions through the door."
(OOC If the door voice responds, Utar will try to gauge whether his words have softened their stance on coming out or listen out for the pitter patter of them beating feet.)
In the brief time between patching everyone up Doozey has to look more about the area, he can neither strongly confirm or deny his initial stance about the area. At the very least the place was some sort of cell or containment unit. Perhaps even some disturbing and ancient sacrificial chamber considering the whole former death god statue just outside the room.
Such uncertain thoughts aren't voiced to the others beyond any that chose to "help" by providing their own 2 coppers. But instead, it is otherwise merely kept in the back of the stoutling's mind. Once everyone is eventually seen to Doozey makes a brief mentioning of securing the other hall on his way back out of the room with Biscuit at least in tow.
Together the two would spread a bags worth of caltrops within the first 5ft of the other tunnel. Then at the entryway set up a rudimentary alarm with a bit of trip wire and bell. Both normally enchanted, but... not this time. If at all possible, any dust or grime that can be further thrown on top of the caltrops to further obscure them is done so prior to the pairs return to the room, curious to see if any progress had been made with their "hidden" guests.
Trap Hiding(?): 23 (if survival, add another +3 and if at advantage from Biscuit help, here's the roll: 13.)
(@all: Just realized I forgot to buy more healer's kit over the break, so down to my last one now (10 uses remaining))
While the group prepares to rest for a little while, each CRAPer tends to some piece of unfinished business.
Neya tries to examine the two bodies but can only parse out that someone clearly furnished them with armor and additional clothing. The fact that these were both extremely large men is unlikely to be a coincidence.
Doozey examines the room itself, with some help from Graxx. Noticing a container full of wooden stakes, an open ceiling allowing sunlight to come in, and shackles stuck to the wall lead the duo to believe this was probably a chamber meant to dispose of vampires. After sharing this conclusion with the rest of the party, Doozey proceeds to set up a caltrops trap just outside and asks Biscuit to paw over any amount of dust he can manage. The ending result is dubiously effective, as dust on its own may help the caltrops be less reflective but won't cover them altogether. Thankfully undead are not known for their analytical reasoning capabilities. Well, most of them...
Utar taps Graxx out of confrontation duty and tries a different approach. From the other side of the hidden door, he hears the sounds of a hushed conversation, being able to make out some phrases like "We can't stay here that long..." and "I could eat..." Utar surmises his approach is working and delivers a few more assertive words. After a little bit, one voice answers: "Alright, we are coming out to parley, but then we'll head out unhindered." Without waiting for a response, perhaps as a show of revitalized confidence, those who were trapped inside undo some sort of latch and come out. They are sure to close the hidden door right behind them. Utar's insight tells him that they clearly don't want strangers peeking inside. One of them produces a key, inserts it into a crack on the wall, and apparently locks the hidden door back up, this time from the outside.
There are three individuals here, all in the young-adult range of ages: an elf man, a tiefling woman, and a half-orc man. They each clutch some simple blade in their hands. The elf still looks scared upon glimpsing the zombies, the tiefling's hands are shaking while still holding her short blade, and the half-orc is hiccuping. They are all missing their respective left ears. Noticing you look like adventurers, which they clearly did not expect, their tone switches to a more grateful one. The elf speaks up: "Thank you for rescuing us." The tiefling follows: "It was mighty fortunate that you showed up. We couldn't manage those two." The half-orc leans in for a hug, aimed at Utar. He reeks of alcohol.
This post has potentially manipulated dice roll results.
Utar places a firm hand on the half-orc's chest, stopping the embrace.
"First off, we've yet to be introduced, I don't think we're on hugging terms yet. Second, I doubt I'd be leaving the embrace with everything that I currently have on me. We're definitely not on those terms."
If the half-orc backs off, Utar will toss a ration of food over to the tiefling with a simple "Catch".
Once the group is more settled towards parley, Utar kicks off his first line of questioning.
"So, what are a group of Welcomers doing hidden away in a secret room within these catacombs?"
Utar watches the three intently for signs of any deception.
Graxx sets his Pike beside him and sits down against the wall. He sees that Utar’s approach seems to be working so he wants to let it continue. He needs about an hour of rest before fighting anyway. Then he gets an idea seeing the seemingly drunken Welcomer.
Graxx pulls out his jug of alchemy and sits it next to him.
”How long y’all been stuck in there? If you got any empty mugs our water skins I got about a gallon of wine here I can share with you folks.”
Graxx leans his head back against the wall.
”Pretty handy knowing that door was there… Do you travel this realm of death often?”
Already naturally on guard for newcomers, Doozey eyes only narrow that much more once Utar confirms the nature of the trio. And while the group had one welcomer to thank for assistance in the recent past, from what could be vaguely recalled about trouble among their number, the benefit of the doubt was far from the stoutlings mind. To that end, he'd even quietly whisper to Biscuit in sylvan, who still had yet to leave his more combative form, to be Ready to [protect] Cassyt by any means necessary.
Biscuit then casually placed himself as between Cassyt and the trio as much as possible, before plopping rare end down. As for Doozey, he kept near the door, and just leaned back against the wall, arms crossed and eyes alert for the first signs of the trio attempting to try and slip past.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
"I'm curious how your were able to get down here..." Neya begins, "The only known entrance is being closely watched. Not for anything truly living, mind you. But, I doubt any of the Order of the Silent Shroud would have missed any others going through it."
The half-orc is stopped by Utar's hand and his facial expression changes to one of sadness. "It was just a friendly hug," he says, with an exaggerated sense of rejection only a sad drunk person can show. Once Utar throws a cloth-wrapped loaf of bread their way, the Welcomer trio picks a corner away from the dead bodies and plops to the ground to eat. Noticing Doozey and Biscuit (and Cassyt) near the door, they avoid one of the corners that would lead to any unnecessary confrontation. Judging by the speed with which they eat, it is quite obvious they haven't eaten in some time.
"That's quite the intrusive question." The elf answers Utar's first question. "We are not ungrateful, but each should try to keep to their own, right?" The tiefling backs up her companion's stance: "No names needed either." It is only once Graxx offers some drink that the half-orc speaks again, albeit amid hiccups. Forgetting his sadness, he smiles at the offer and pulls an empty bottle of whiskey from his pack. He trows it at one of the zombie corpses, which causes it to break. "Aye, no secrets over a drink, ay?" He receives a scornful look from each of his companions but it doesn't look like they are about to stop him. In fact, they join in for the drink. "Mighty generous," the elf says.
There is an awkward silence for a bit, during which the only sounds that can be heard are the trio's chewing and slurping, as well as Biscuit's protective grunts. Even the normally talkative acolyte is overly quiet. It is quite apparent that Cassyt is afraid of bandits, and knowing about the trio's affiliation has effectively dampened her will to engage in conversation. Then, somewhat unprompted, the even more inebriated half-orc begins to answer Utar's question: "This here's our stash. A quiet place, not many folk to come by and still out stuff. We ain't harming no one. Just needed a hidden place." The elf speaks up, and Utar thinks he is trying to carefully contour what the half-orc is revealing as if trying to avoid more probing questions: "New stash. It is quite empty. Nothing to worry about."
Neya's gives the conversation new impetus and it is the tiefling's turn to talk. She points up to the grate and then the fallen metal piece attached to a rope, which is next to a grappling hook. "That's how we came in. Plenty of shafts like this one connecting the... what did you call it... realm of death to the outside world. We don't even need to try using the front door. When the last one of us was climbing down, the bar that the grappling hook was hanging from broke loose and sent him falling the last ten feet" She taps the half-orc on the shoulder. "The noise alerted these two horrid creatures, who came into the room and started attacking. We took refuge in the hidden room and barricaded ourselves in. It is hard to tell time down here, but I figure we've been here for a couple of days now with nothing to eat or drink except for that bottle of whiskey and some scraps we had on us." The elf pipes up: "And only one of us had the whiskey..."
Apart from the elf's caution, so far, Utar's intuition has not picked up on any lies, although it is obvious that they are obscuring some of the details around their stash. He also has an interesting thought: this are mostly dark catacombs and all three Welcomers should have some sort of [Tooltip Not Found]. Whoever sent them here planned for that aspect, at least.
In spite of his initial response, and sensing they offered enough information, the elf is content with listening for a bit: "How about you? What brings you down this hole?"
"Kelemvorites have had some acolytes go missing in the catacombs recently. We're here to find them."
Utar lets the conversation with the Welcomes flow a little, then throws in a follow up question, "There isn't anything in your stash that would cause the dead to rise is there?"
This post has potentially manipulated dice roll results.
“Sure sure drink as much as you want.” Graxx says positively.
Graxx thinks about the knowledge this group may have.
”Say…”
Graxx heart beats a little harder at the thought of getting closer.
”Ya’ll ever seen any Symbols of a Blazing Sword on a Blood Red shield while you’ve been hiding stuff down here? It’s a symbol of Tempus the God I follow.”
This post has potentially manipulated dice roll results.
(Adjusted action)
"What was the reason for making that the location for your stash?" Neya wonders. "Something happening during one of your 'visits' would have occurred eventually, whether if it was on your way in, out, or in-between."
She tries to read their faces to detect any deception.
CRAP continues the conversation while the Welcomers wrap up the generously provided meal. They seem welcoming of Utar response, satisfied that this conversation is now flowing more like a two-way street than an interrogation. Graxx urging them to keep eating and drinking only adds to this amicable air about the tight room.
Graxx's question is the next to be fielded. The half-orc speaks amid burps: "Sure. There are plenty of religious symbols down in the catacombs. You'll come across them left and right. It is only a matter of time before you find the one you are looking for, though you might have to travel deeper in order to keep looking." The elf corrects for over-sharing once more: "Not that we have gone deep... That was just a guess."
Neya brings the conversation back to the stash, which is met with a bit of a frown by the tiefling: "Mighty curious, aren't we? The reason is simple: these catacombs are remote. There aren't many folks who are willing to brave them. Not even those priests above ground come this far. Anyone willing to pop down here and keep an eye out over some period of time can tell you that... Not that there are many willing to do so." The elf opines once more: "And there will be even fewer brave enough now that undead started walking down here."
Utar's follow-up question is asked just as the trio is finishing up their loaf and share of wine from the Alchemy Jug. The elf speaks first this time: "Raise the dead? Of course not. We don't dabble in that kind of stuff."
Perhaps it is the unreliable lighting or the Welcomer's natural shifty personas, but CRAP can't seem to draw any additional insight from whatever information the trio is willing to share apart from the obvious fact that they are not revealing all they may keep within their hidden stash. At this point, the trio begins to slowly rise. The half-orc points to the rope and grappling hook near the door and says: "Mind passing that over here?" The elf explains: "We are grateful for your help and generosity, but it is high time we find our way out of here." The tiefling points up to the grate. "Be kind and keep our little secret to yourselves. There might be something in it for you if you do."
Cassyt cannot contain her words anymore: "Grave-robbers! Doomguide Glandon isn't going to be pleased to hear about this!"
Utar winces at Cassyt's outburst. He had been hoping that both parties could go their separate ways amicably. He waits to gauge the reaction of the Welcomers.
This post has potentially manipulated dice roll results.
Never much for merriment, or at least not one for a good long while, Doozey had stayed guarded and observed things from beside the door, idling chewing on some jerky to recover his strength. And though he would stop mid-chew during Cassyt's outburst, the stoutling just calmly looked to the welcomers with a raised brow, trying to gauge any guilt there. Unfortunately, being somewhat of a newcomer to the lands, and having visited plenty with strange takes on treating the dead, he soon furrowed his brow, straining to recall whatever tidbits about Phlan's stance on the subject was beyond just the Kelemvorites personal and religious take on things.
If he could just remember something... any legal ramifications even, then perhaps the more taciturn halfling might be swayed to say something at least.
This post has potentially manipulated dice roll results.
Graxx's head quickly snaps toward Cassyt.
"Hush girl. Not another word."
Graxx rises and he stands over the undead.
"We were paid to look for your lost folks and slay any undead."
Graxx kicks one of the corpses.
"We're doing our part and nearly lost our lives for it. We aren't paid to be concerned with trinkets. We have no proof these folks have even taken anything from your crypts but instead are storing it. I'll tell the dad-gum Doomguide myself. You get what you pay for.
Graxx turns to the Welcomers and nods toward Cassyt.
"Don't mind the girl. First time out of the house. Doesn't know how things work."
Graxx turns back to Cassyt and sighs then turns back to the Welcomers.
"I'd personally appreciate it if you all would move this stash as soon as you can. One, I don't want any one else accusing you fine folk of anything corrupt. Two, if something happens to your stash, you're going to think it was us because we know where it is and I don't want no fuss about that."
"Not to point out the obvious... But, considering how deep we are and the fact we've only just discovered them now; these folks' way in - and presumably, way out - is not available. It seems there is only one way out, that we know of..." Neya adds. "As we know, the Kelemvorites are watching that exit..."
For the next several minutes, the group focuses on catching their breath and tending their wounds. Doozey takes care of the cuts and bruises that can benefit from salves and bindings. (Doozey recovers 17 HP; Neya recovers 13 HP; Graxx recovers 14 HP; Utar recovers 16 HP.)
Utar retrieves Cassyt, who can't help but share her opinion: "This fight was nothing like the other one. It looked grim there for a moment." The acolyte spends a few minutes examining the two zombies but does not recognize them.
Graxx busies himself with the false wall panel, or the people behind it rather. They are silent for a little while longer, specially following a threat. Eventually, a different voice from the one you heard earlier says: "Why would we come out if you are threatening to hurt us?"
(@Ori: Please roll an investigation check.)
Hoping another voice might help settle the nerves of whoever is behind the door, Utar pipes up and takes a different tack to Graxx.
"Fine, stay in there. Presumably there isn't any other way out as otherwise you would have hightailed it away from your welcoming committee when you had the chance. Either that or we're now day between you and your way out. We'll catch our breath out here, have a bite to eat. We can ask any questions through the door."
(OOC If the door voice responds, Utar will try to gauge whether his words have softened their stance on coming out or listen out for the pitter patter of them beating feet.)
Insight 22
Perception 13
Doozey's Investigative Reporting: 10. (if helped by anyone: 17)
In the brief time between patching everyone up Doozey has to look more about the area, he can neither strongly confirm or deny his initial stance about the area. At the very least the place was some sort of cell or containment unit. Perhaps even some disturbing and ancient sacrificial chamber considering the whole former death god statue just outside the room.
Such uncertain thoughts aren't voiced to the others beyond any that chose to "help" by providing their own 2 coppers. But instead, it is otherwise merely kept in the back of the stoutling's mind. Once everyone is eventually seen to Doozey makes a brief mentioning of securing the other hall on his way back out of the room with Biscuit at least in tow.
Together the two would spread a bags worth of caltrops within the first 5ft of the other tunnel. Then at the entryway set up a rudimentary alarm with a bit of trip wire and bell. Both normally enchanted, but... not this time. If at all possible, any dust or grime that can be further thrown on top of the caltrops to further obscure them is done so prior to the pairs return to the room, curious to see if any progress had been made with their "hidden" guests.
Trap Hiding(?): 23 (if survival, add another +3 and if at advantage from Biscuit help, here's the roll: 13.)
(@all: Just realized I forgot to buy more healer's kit over the break, so down to my last one now (10 uses remaining))
When you realize you're doing too much: Signature.
Graxx rises with his Pike with intention of prying the door open but at hearing Utar's change in strategy he retires.
"Thieves..." Graxx grunts again.
Graxx will leave Utar to the discussions.
Graxx will approach Doozey and help in any investigation way he can.
"This room makes my skin crawl, Doozey." says Graxx.
Graxx goes over a lifts a shackle and looks at the iron box.
"Shackles and stakes... Maybe they have had a problem with the dead rising for some time. Maybe this was their answer."
With some of her wounds tended to, Neya inspects the undead bodies, trying to figure out what they are.
Intelligence check: 4 (if religion applies add +3)
Extended Signature
While the group prepares to rest for a little while, each CRAPer tends to some piece of unfinished business.
Neya tries to examine the two bodies but can only parse out that someone clearly furnished them with armor and additional clothing. The fact that these were both extremely large men is unlikely to be a coincidence.
Doozey examines the room itself, with some help from Graxx. Noticing a container full of wooden stakes, an open ceiling allowing sunlight to come in, and shackles stuck to the wall lead the duo to believe this was probably a chamber meant to dispose of vampires. After sharing this conclusion with the rest of the party, Doozey proceeds to set up a caltrops trap just outside and asks Biscuit to paw over any amount of dust he can manage. The ending result is dubiously effective, as dust on its own may help the caltrops be less reflective but won't cover them altogether. Thankfully undead are not known for their analytical reasoning capabilities. Well, most of them...
Utar taps Graxx out of confrontation duty and tries a different approach. From the other side of the hidden door, he hears the sounds of a hushed conversation, being able to make out some phrases like "We can't stay here that long..." and "I could eat..." Utar surmises his approach is working and delivers a few more assertive words. After a little bit, one voice answers: "Alright, we are coming out to parley, but then we'll head out unhindered." Without waiting for a response, perhaps as a show of revitalized confidence, those who were trapped inside undo some sort of latch and come out. They are sure to close the hidden door right behind them. Utar's insight tells him that they clearly don't want strangers peeking inside. One of them produces a key, inserts it into a crack on the wall, and apparently locks the hidden door back up, this time from the outside.
There are three individuals here, all in the young-adult range of ages: an elf man, a tiefling woman, and a half-orc man. They each clutch some simple blade in their hands. The elf still looks scared upon glimpsing the zombies, the tiefling's hands are shaking while still holding her short blade, and the half-orc is hiccuping. They are all missing their respective left ears. Noticing you look like adventurers, which they clearly did not expect, their tone switches to a more grateful one. The elf speaks up: "Thank you for rescuing us." The tiefling follows: "It was mighty fortunate that you showed up. We couldn't manage those two." The half-orc leans in for a hug, aimed at Utar. He reeks of alcohol.
Utar places a firm hand on the half-orc's chest, stopping the embrace.
"First off, we've yet to be introduced, I don't think we're on hugging terms yet. Second, I doubt I'd be leaving the embrace with everything that I currently have on me. We're definitely not on those terms."
If the half-orc backs off, Utar will toss a ration of food over to the tiefling with a simple "Catch".
Once the group is more settled towards parley, Utar kicks off his first line of questioning.
"So, what are a group of Welcomers doing hidden away in a secret room within these catacombs?"
Utar watches the three intently for signs of any deception.
Insight 27
(OOC Burning Utar's inspiration for advantage: 17)
Graxx sets his Pike beside him and sits down against the wall. He sees that Utar’s approach seems to be working so he wants to let it continue. He needs about an hour of rest before fighting anyway. Then he gets an idea seeing the seemingly drunken Welcomer.
Graxx pulls out his jug of alchemy and sits it next to him.
”How long y’all been stuck in there? If you got any empty mugs our water skins I got about a gallon of wine here I can share with you folks.”
Graxx leans his head back against the wall.
”Pretty handy knowing that door was there… Do you travel this realm of death often?”
Already naturally on guard for newcomers, Doozey eyes only narrow that much more once Utar confirms the nature of the trio. And while the group had one welcomer to thank for assistance in the recent past, from what could be vaguely recalled about trouble among their number, the benefit of the doubt was far from the stoutlings mind. To that end, he'd even quietly whisper to Biscuit in sylvan, who still had yet to leave his more combative form, to be Ready to [protect] Cassyt by any means necessary.
Biscuit then casually placed himself as between Cassyt and the trio as much as possible, before plopping rare end down. As for Doozey, he kept near the door, and just leaned back against the wall, arms crossed and eyes alert for the first signs of the trio attempting to try and slip past.
When you realize you're doing too much: Signature.
"I'm curious how your were able to get down here..." Neya begins, "The only known entrance is being closely watched. Not for anything truly living, mind you. But, I doubt any of the Order of the Silent Shroud would have missed any others going through it."
Extended Signature
The half-orc is stopped by Utar's hand and his facial expression changes to one of sadness. "It was just a friendly hug," he says, with an exaggerated sense of rejection only a sad drunk person can show. Once Utar throws a cloth-wrapped loaf of bread their way, the Welcomer trio picks a corner away from the dead bodies and plops to the ground to eat. Noticing Doozey and Biscuit (and Cassyt) near the door, they avoid one of the corners that would lead to any unnecessary confrontation. Judging by the speed with which they eat, it is quite obvious they haven't eaten in some time.
"That's quite the intrusive question." The elf answers Utar's first question. "We are not ungrateful, but each should try to keep to their own, right?" The tiefling backs up her companion's stance: "No names needed either." It is only once Graxx offers some drink that the half-orc speaks again, albeit amid hiccups. Forgetting his sadness, he smiles at the offer and pulls an empty bottle of whiskey from his pack. He trows it at one of the zombie corpses, which causes it to break. "Aye, no secrets over a drink, ay?" He receives a scornful look from each of his companions but it doesn't look like they are about to stop him. In fact, they join in for the drink. "Mighty generous," the elf says.
There is an awkward silence for a bit, during which the only sounds that can be heard are the trio's chewing and slurping, as well as Biscuit's protective grunts. Even the normally talkative acolyte is overly quiet. It is quite apparent that Cassyt is afraid of bandits, and knowing about the trio's affiliation has effectively dampened her will to engage in conversation. Then, somewhat unprompted, the even more inebriated half-orc begins to answer Utar's question: "This here's our stash. A quiet place, not many folk to come by and still out stuff. We ain't harming no one. Just needed a hidden place." The elf speaks up, and Utar thinks he is trying to carefully contour what the half-orc is revealing as if trying to avoid more probing questions: "New stash. It is quite empty. Nothing to worry about."
Neya's gives the conversation new impetus and it is the tiefling's turn to talk. She points up to the grate and then the fallen metal piece attached to a rope, which is next to a grappling hook. "That's how we came in. Plenty of shafts like this one connecting the... what did you call it... realm of death to the outside world. We don't even need to try using the front door. When the last one of us was climbing down, the bar that the grappling hook was hanging from broke loose and sent him falling the last ten feet" She taps the half-orc on the shoulder. "The noise alerted these two horrid creatures, who came into the room and started attacking. We took refuge in the hidden room and barricaded ourselves in. It is hard to tell time down here, but I figure we've been here for a couple of days now with nothing to eat or drink except for that bottle of whiskey and some scraps we had on us." The elf pipes up: "And only one of us had the whiskey..."
Apart from the elf's caution, so far, Utar's intuition has not picked up on any lies, although it is obvious that they are obscuring some of the details around their stash. He also has an interesting thought: this are mostly dark catacombs and all three Welcomers should have some sort of [Tooltip Not Found]. Whoever sent them here planned for that aspect, at least.
In spite of his initial response, and sensing they offered enough information, the elf is content with listening for a bit: "How about you? What brings you down this hole?"
"Kelemvorites have had some acolytes go missing in the catacombs recently. We're here to find them."
Utar lets the conversation with the Welcomes flow a little, then throws in a follow up question, "There isn't anything in your stash that would cause the dead to rise is there?"
“Sure sure drink as much as you want.” Graxx says positively.
Graxx thinks about the knowledge this group may have.
”Say…”
Graxx heart beats a little harder at the thought of getting closer.
”Ya’ll ever seen any Symbols of a Blazing Sword on a Blood Red shield while you’ve been hiding stuff down here? It’s a symbol of Tempus the God I follow.”
Preemptive Insight on the answer: 3
(Adjusted action)
"What was the reason for making that the location for your stash?" Neya wonders. "Something happening during one of your 'visits' would have occurred eventually, whether if it was on your way in, out, or in-between."
She tries to read their faces to detect any deception.
Investigation: 10(Ignore this roll)Insight: 25
Extended Signature
CRAP continues the conversation while the Welcomers wrap up the generously provided meal. They seem welcoming of Utar response, satisfied that this conversation is now flowing more like a two-way street than an interrogation. Graxx urging them to keep eating and drinking only adds to this amicable air about the tight room.
Graxx's question is the next to be fielded. The half-orc speaks amid burps: "Sure. There are plenty of religious symbols down in the catacombs. You'll come across them left and right. It is only a matter of time before you find the one you are looking for, though you might have to travel deeper in order to keep looking." The elf corrects for over-sharing once more: "Not that we have gone deep... That was just a guess."
Neya brings the conversation back to the stash, which is met with a bit of a frown by the tiefling: "Mighty curious, aren't we? The reason is simple: these catacombs are remote. There aren't many folks who are willing to brave them. Not even those priests above ground come this far. Anyone willing to pop down here and keep an eye out over some period of time can tell you that... Not that there are many willing to do so." The elf opines once more: "And there will be even fewer brave enough now that undead started walking down here."
Utar's follow-up question is asked just as the trio is finishing up their loaf and share of wine from the Alchemy Jug. The elf speaks first this time: "Raise the dead? Of course not. We don't dabble in that kind of stuff."
Perhaps it is the unreliable lighting or the Welcomer's natural shifty personas, but CRAP can't seem to draw any additional insight from whatever information the trio is willing to share apart from the obvious fact that they are not revealing all they may keep within their hidden stash. At this point, the trio begins to slowly rise. The half-orc points to the rope and grappling hook near the door and says: "Mind passing that over here?" The elf explains: "We are grateful for your help and generosity, but it is high time we find our way out of here." The tiefling points up to the grate. "Be kind and keep our little secret to yourselves. There might be something in it for you if you do."
Cassyt cannot contain her words anymore: "Grave-robbers! Doomguide Glandon isn't going to be pleased to hear about this!"
Utar winces at Cassyt's outburst. He had been hoping that both parties could go their separate ways amicably. He waits to gauge the reaction of the Welcomers.
Never much for merriment, or at least not one for a good long while, Doozey had stayed guarded and observed things from beside the door, idling chewing on some jerky to recover his strength. And though he would stop mid-chew during Cassyt's outburst, the stoutling just calmly looked to the welcomers with a raised brow, trying to gauge any guilt there. Unfortunately, being somewhat of a newcomer to the lands, and having visited plenty with strange takes on treating the dead, he soon furrowed his brow, straining to recall whatever tidbits about Phlan's stance on the subject was beyond just the Kelemvorites personal and religious take on things.
If he could just remember something... any legal ramifications even, then perhaps the more taciturn halfling might be swayed to say something at least.
Insight: 9.
History: 22.
When you realize you're doing too much: Signature.
Graxx's head quickly snaps toward Cassyt.
"Hush girl. Not another word."
Graxx rises and he stands over the undead.
"We were paid to look for your lost folks and slay any undead."
Graxx kicks one of the corpses.
"We're doing our part and nearly lost our lives for it. We aren't paid to be concerned with trinkets. We have no proof these folks have even taken anything from your crypts but instead are storing it. I'll tell the dad-gum Doomguide myself. You get what you pay for.
Graxx turns to the Welcomers and nods toward Cassyt.
"Don't mind the girl. First time out of the house. Doesn't know how things work."
Graxx turns back to Cassyt and sighs then turns back to the Welcomers.
"I'd personally appreciate it if you all would move this stash as soon as you can. One, I don't want any one else accusing you fine folk of anything corrupt. Two, if something happens to your stash, you're going to think it was us because we know where it is and I don't want no fuss about that."
Straight D20 Roll as not sure what to use: 16
"Not to point out the obvious... But, considering how deep we are and the fact we've only just discovered them now; these folks' way in - and presumably, way out - is not available. It seems there is only one way out, that we know of..." Neya adds. "As we know, the Kelemvorites are watching that exit..."
Extended Signature