Once the chattering well and truly died down, Doozey wasted little time in stepping over the freshly pulverized bone to give Biscuit a once over, making sure the beast hadn't any permanent. "Oh quite ya whining, ya green menace. You'll get ya hearing back soon." He chides afterwards, yet cracked a small smile. "Abomination?" He asked after, glancing at Neya. "This be before I was around, aye? If so, perhaps uh... mind elaborating a bit more? 'cause if it is them, best to have a fresh idea of their, uh, modius operandi or however that phrase go."
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Neya fold her arms as she thinks back on her first adventure with Graxx and Utar. Responding to both Doozey and Utar, in order:
To Doozey:
"It was a request from Brother Keefe. He wanted to confirm something in a mausoleum. But, he wasn't sure if there wasn't more than what was supposed to be inside. His suspicions were right. It seemed someone was conducting some terrible experiments in secret. One was a skeletal abomination in a twisted facsimile of a dragon. The other... were a number of humanoid remains that had dragon parts attached to them."
To Utar:
"Perhaps, there are definitely similarities. But, the lack of anything having to do with dragons, this time, is making me think otherwise. Instead, it leads me to believe that whomever did those experiments was collaborating with someone else. We may be on their collaborator's trail."
"However, that is only speculation and I have no evidence to support it."
Neya and Utar help Doozey catch up on some proto-CRAP history, prompting Cassyt to speak up: "So you were really the ones to come to Brother Keefe's aid back then? Those were not only rumors? This alleged experimenter escaped back then?" She takes notes upon notes.
After dealing with the aftereffects of being temporarily deafened, CRAP then begins to make their way toward the northeast exit. Graxx leads the way, intent on having a peek at the next room over. He sees nothing beyond what a normal look about would reveal. Beyond even more steps, the next room is shaped roughly like the current one, but without all the plaster. Instead, niches near the floor are filled with stacked bones, and skulls are neatly arranged about six inches apart along a ledge. The wall above the skulls bears an inscription, partially obscured by centuries of accumulated dust and cobwebs. As the party makes its way into this next chamber, they can see a hallway exiting to the northwest and a closed filigreed door on the east wall. The party is entering the room from its southeast corner.
The party feels an ominous sense when entering this room with skulls on a ledge.
"But no, as I recall we didn't find some foul necromancer at the end of that particular episode. But other than the undead and the fact we're in a Kelemvorite crypt, there's not a whole lot to connect the two events."
Utar gives Neya a knowing look, "Not that we can rule it out either, though"
This post has potentially manipulated dice roll results.
The more Doozey hears, the more the stoutling looked thoughtful, clearly questioning the connection. A look he held even as the group continued deeper into the depths, distracting him. Biscuit however stayed on the alert, and Gravy, who had largely been busy trying to stop the ringing in his ears from atop Utar's shoulder, remained content to chill. That was at least until the ominous feeling began creeping in to all.
At that point it flutters over and bugs Doozey until it had his attention, prompting the stoutling to eventually return it to its figurine state. Grumblng, Doozey had begun to speak, only to really notice the atmosphere and start reaching for a weapon. Wordlessly, he'd look to the bones in their niches, and to the great area about, growling lowly in wariness alongside Biscuit.
"Well, Brother Keefe's secret mission and abstruse hiring of mercenaries.... hmm... I mean adventurers... were never widely confirmed, certainly not to us acolytes." Cassyt answers Utar's question. "It is just nice to have confirmation."
Utar gets a sense that adventurers in general are seen as problem solvers by Cassyt and her colleagues. He fears this has a neutral connotation instead of a positive one. Some groups of adventurers, like CRAP, may rise above that neutral undertone and show their ability to work toward greater good. However, there a many tales of sly adventurers who were at it just for their own benefit. Mercenaries would probably be a better word in that case. Utar is well aware that many people may have trouble differentiating between these groups, and not unjustly.
After pocketing Gravy, Doozey's eyes wonder about and eventually land on the wall above the neatly arrange skulls. It bears an inscription which is partially obscured by centuries of accumulated dust and cobwebs. It could be easily wiped if the group was interested in reading it. Meanwhile, Biscuit wanders toward the door to the east. He doesn't look particularly interested in anything but, just by attracting his master's gaze in that direction, forces Doozey to do a double take. The gilded door on the east wall of this chamber is more decorated and aesthetically pleasing than any other seen so far in the catacombs.
Meanwhile, Graxx becomes protective of Cassyt once more. The young woman welcomes the additional attention to her safety but seems generally comfortable around skulls that are not immediately trying to murder her. "I'll stay next to you but we'll have to move closer to those skulls. I want to have a look at them."
(@MB: Please roll a religion check. Cassyt will help.)
This post has potentially manipulated dice roll results.
Given Cassyt's slip, Utar wonders whether she sees CRAP as mercenaries or adventurers...
Following the movement of the acolyte towards the skulls, Utar peers at the inscription above them brushing away the dust and cobwebs if within his reach.
Doozey is about ready to approach the door, but hung back and called Biscuit over to do much the same. At least until the others finished their own investigations, the pair wouldn't be responsible just yet for jumping the gun... or so had been the stoutling's thinking, at the very least. But while Utar and Cassyt were focused on the inscription, he and biscuit would try to remain on guard for the time being.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Utar and Cassyt begin to analyze the skull display while the others stand an apprehensive watch. The half-orc begins by wiping the dust and cobwebs off the inscription above the skulls. He reads, once the debris is cleared away, a short sentence in some sort of archaic Common: "A question speak you, and answer will these departed."
Utar and Cassyt look at each other, knowing that the same idea just occurred to both of them. They focus on the presence around them and, after a short communion with their respective gods, conclude that the dead in this section of the catacombs may have been interred at a time when people considered it desirable to be able to speak at will with their deceased ancestors. In fact, Utar comes to the realization that the ominous presence is in fact the residue of an archaic version of a familiar spell: speak with dead.
Graxx, Neya, Doozey, and Biscuit spot no other source of danger at the moment, nor do they find a worthy threat to attack or avoid.
Utar begins filling the rest of CRAP on the speak with dead spell present in the room.
"It might not be as it was before with Sister Bethel. In fact, I'd put a bit of gold on it being nothing like that all. I'm fairly sure we'll need to think laterally on their responses, they might not even answer us truthfully."
"I have to say, that is an intriguing custom. Also, a little macabre," Neya observes. "I am kind of curious about when this spell was put in place. Maybe we could ask who their ruler was at the time of their passing. Because I don't think they would have the information, directly."
CRAP discusses potential questions to ask the enchanted skulls but, without them being addressed directly, the bony answer-givers remain dead-quiet for now (see what I did there?)
Cassyt asks a favor: "Doubtlessly, the Doomshuide would appreciate this piece of news and be intrigued by the possibility of learning more of the catacombs for the benefit of the Most Solemn Order of the Silent Shroud. There is no telling how many questions these skulls may still be able to answer, but I ask that you don't exhaust them all."
"I think we could work something out. In fact, I wonder if our interests might align on a question I'd like to put to the skulls. I think it might be useful to know roughly how long they've been down here? Why don't you ask them who ruled Phlann when they were brought down here?"
Doozey, despite the recent acquisition of the 'Make Thinking Better Headband', refrained from offering much insight on the matter. Even without any visible threats in the area, the fact the ominous feeling hadn't quite dissipated gnawed enough on the nerves to still leave both Stoutling and Mastiff pair keeping an almost constant vigil on their surroundings. It failed to matter that it was some ancient spell at work, as the more primal instincts of the duo refused to leave them anything but on edge.
"Just... just ask ya bloody questions, already. But if there's a limit to how many can be asked like last, just keep in mind to hold your tongue on the last two, least your first question's answers lead to more important questions." He suggested a touch more testily than the norm.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
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Once the chattering well and truly died down, Doozey wasted little time in stepping over the freshly pulverized bone to give Biscuit a once over, making sure the beast hadn't any permanent. "Oh quite ya whining, ya green menace. You'll get ya hearing back soon." He chides afterwards, yet cracked a small smile. "Abomination?" He asked after, glancing at Neya. "This be before I was around, aye? If so, perhaps uh... mind elaborating a bit more? 'cause if it is them, best to have a fresh idea of their, uh, modius operandi or however that phrase go."
When you realize you're doing too much: Signature.
With the skeletal clumps now reduced to several pieces of bone on the floor, Utar rubs a finger in his ears as if he's trying to unclog something.
"Feels like there's water stuck in there..."
Giving up after a few moments he shakes his head,
"Nope, going to have to work itself out. Neya, are you thinking we're dealing with the other faction within the cult of the dragon again?"
Neya fold her arms as she thinks back on her first adventure with Graxx and Utar. Responding to both Doozey and Utar, in order:
To Doozey:
"It was a request from Brother Keefe. He wanted to confirm something in a mausoleum. But, he wasn't sure if there wasn't more than what was supposed to be inside. His suspicions were right. It seemed someone was conducting some terrible experiments in secret. One was a skeletal abomination in a twisted facsimile of a dragon. The other... were a number of humanoid remains that had dragon parts attached to them."
To Utar:
"Perhaps, there are definitely similarities. But, the lack of anything having to do with dragons, this time, is making me think otherwise. Instead, it leads me to believe that whomever did those experiments was collaborating with someone else. We may be on their collaborator's trail."
"However, that is only speculation and I have no evidence to support it."
Extended Signature
Graxx smiles a bit that he finally got a strike in.
Graxx looks back to make sure Cassyt is untouched and then leans on his Pike and listens to Neya recall the tale.
"Make no mistake.. If the Cult crosses our path they will join the dead down here."
Graxx will approach the exit to the Northeast.
"I wish to find out if they are here."
Graxx will step through the exit. What does he see?
Perception: 6
Neya and Utar help Doozey catch up on some proto-CRAP history, prompting Cassyt to speak up: "So you were really the ones to come to Brother Keefe's aid back then? Those were not only rumors? This alleged experimenter escaped back then?" She takes notes upon notes.
After dealing with the aftereffects of being temporarily deafened, CRAP then begins to make their way toward the northeast exit. Graxx leads the way, intent on having a peek at the next room over. He sees nothing beyond what a normal look about would reveal. Beyond even more steps, the next room is shaped roughly like the current one, but without all the plaster. Instead, niches near the floor are filled with stacked bones, and skulls are neatly arranged about six inches apart along a ledge. The wall above the skulls bears an inscription, partially obscured by centuries of accumulated dust and cobwebs. As the party makes its way into this next chamber, they can see a hallway exiting to the northwest and a closed filigreed door on the east wall. The party is entering the room from its southeast corner.
The party feels an ominous sense when entering this room with skulls on a ledge.
Utar scratches his chin, thinking back on earlier adventures and wondering exactly how CRAP are viewed in other circles.
"What rumours are these exactly, Cassyt?"
Insight 13
"But no, as I recall we didn't find some foul necromancer at the end of that particular episode. But other than the undead and the fact we're in a Kelemvorite crypt, there's not a whole lot to connect the two events."
Utar gives Neya a knowing look, "Not that we can rule it out either, though"
The more Doozey hears, the more the stoutling looked thoughtful, clearly questioning the connection. A look he held even as the group continued deeper into the depths, distracting him. Biscuit however stayed on the alert, and Gravy, who had largely been busy trying to stop the ringing in his ears from atop Utar's shoulder, remained content to chill. That was at least until the ominous feeling began creeping in to all.
At that point it flutters over and bugs Doozey until it had his attention, prompting the stoutling to eventually return it to its figurine state. Grumblng, Doozey had begun to speak, only to really notice the atmosphere and start reaching for a weapon. Wordlessly, he'd look to the bones in their niches, and to the great area about, growling lowly in wariness alongside Biscuit.
-->Gravy returned to Figurine form and putaway.
Doozey Perception: 22.
Biscuit Perception: 23.
When you realize you're doing too much: Signature.
Graxx growls.
"Something feels wrong here."
Graxx will move to be directly behind Cassyt.
"Stay close and let us move through this room quickly."
"Well, Brother Keefe's secret mission and abstruse hiring of mercenaries.... hmm... I mean adventurers... were never widely confirmed, certainly not to us acolytes." Cassyt answers Utar's question. "It is just nice to have confirmation."
Utar gets a sense that adventurers in general are seen as problem solvers by Cassyt and her colleagues. He fears this has a neutral connotation instead of a positive one. Some groups of adventurers, like CRAP, may rise above that neutral undertone and show their ability to work toward greater good. However, there a many tales of sly adventurers who were at it just for their own benefit. Mercenaries would probably be a better word in that case. Utar is well aware that many people may have trouble differentiating between these groups, and not unjustly.
After pocketing Gravy, Doozey's eyes wonder about and eventually land on the wall above the neatly arrange skulls. It bears an inscription which is partially obscured by centuries of accumulated dust and cobwebs. It could be easily wiped if the group was interested in reading it. Meanwhile, Biscuit wanders toward the door to the east. He doesn't look particularly interested in anything but, just by attracting his master's gaze in that direction, forces Doozey to do a double take. The gilded door on the east wall of this chamber is more decorated and aesthetically pleasing than any other seen so far in the catacombs.
Meanwhile, Graxx becomes protective of Cassyt once more. The young woman welcomes the additional attention to her safety but seems generally comfortable around skulls that are not immediately trying to murder her. "I'll stay next to you but we'll have to move closer to those skulls. I want to have a look at them."
(@MB: Please roll a religion check. Cassyt will help.)
Given Cassyt's slip, Utar wonders whether she sees CRAP as mercenaries or adventurers...
Following the movement of the acolyte towards the skulls, Utar peers at the inscription above them brushing away the dust and cobwebs if within his reach.
Religion 15
Graxx looks at the skulls and just knows something is about to jump out and attack then.
Graxx will ready ready an attack for any hostile undead or cultist that may be lying in wait.
Attack: 17 Damage: 4
Neya keeps an eye out for any threats that may be lurking in the chamber.
Perception: 14
Extended Signature
Doozey is about ready to approach the door, but hung back and called Biscuit over to do much the same. At least until the others finished their own investigations, the pair wouldn't be responsible just yet for jumping the gun... or so had been the stoutling's thinking, at the very least. But while Utar and Cassyt were focused on the inscription, he and biscuit would try to remain on guard for the time being.
When you realize you're doing too much: Signature.
Utar and Cassyt begin to analyze the skull display while the others stand an apprehensive watch. The half-orc begins by wiping the dust and cobwebs off the inscription above the skulls. He reads, once the debris is cleared away, a short sentence in some sort of archaic Common: "A question speak you, and answer will these departed."
Utar and Cassyt look at each other, knowing that the same idea just occurred to both of them. They focus on the presence around them and, after a short communion with their respective gods, conclude that the dead in this section of the catacombs may have been interred at a time when people considered it desirable to be able to speak at will with their deceased ancestors. In fact, Utar comes to the realization that the ominous presence is in fact the residue of an archaic version of a familiar spell: speak with dead.
Graxx, Neya, Doozey, and Biscuit spot no other source of danger at the moment, nor do they find a worthy threat to attack or avoid.
Utar begins filling the rest of CRAP on the speak with dead spell present in the room.
"It might not be as it was before with Sister Bethel. In fact, I'd put a bit of gold on it being nothing like that all. I'm fairly sure we'll need to think laterally on their responses, they might not even answer us truthfully."
Graxx looks intrigued by the use of the skulls.
"Could you ask them what purpose the Obelisk to Tempus we previously saw has?" asks Graxx.
"I have to say, that is an intriguing custom. Also, a little macabre," Neya observes. "I am kind of curious about when this spell was put in place. Maybe we could ask who their ruler was at the time of their passing. Because I don't think they would have the information, directly."
Extended Signature
CRAP discusses potential questions to ask the enchanted skulls but, without them being addressed directly, the bony answer-givers remain dead-quiet for now (see what I did there?)
Cassyt asks a favor: "Doubtlessly, the Doomshuide would appreciate this piece of news and be intrigued by the possibility of learning more of the catacombs for the benefit of the Most Solemn Order of the Silent Shroud. There is no telling how many questions these skulls may still be able to answer, but I ask that you don't exhaust them all."
"I think we could work something out. In fact, I wonder if our interests might align on a question I'd like to put to the skulls. I think it might be useful to know roughly how long they've been down here? Why don't you ask them who ruled Phlann when they were brought down here?"
Doozey, despite the recent acquisition of the 'Make Thinking Better Headband', refrained from offering much insight on the matter. Even without any visible threats in the area, the fact the ominous feeling hadn't quite dissipated gnawed enough on the nerves to still leave both Stoutling and Mastiff pair keeping an almost constant vigil on their surroundings. It failed to matter that it was some ancient spell at work, as the more primal instincts of the duo refused to leave them anything but on edge.
"Just... just ask ya bloody questions, already. But if there's a limit to how many can be asked like last, just keep in mind to hold your tongue on the last two, least your first question's answers lead to more important questions." He suggested a touch more testily than the norm.
When you realize you're doing too much: Signature.