Cassyt nods back at Graxx affirmatively: "Yes, taking these relics with us are likely to be the least of two evils. I'll have to ask forgiveness from Kelemvor for agreeing with this disturbance of a crypt, but the counterfactual could be disastrous. That said, I don't think I could do so with my own hands, let alone carry such items in my bag like a common thief. It would run too recklessly against my teachings." She looks up at Graxx: "You.. You adventurers should do it. You keep it safe and I'll keep my eye on you until I can report back to the Doomguide." She then begins to leaf through the book in her hands and adds: "Start with the dagger. I remember reading some details about it here somewhere. I'd like to have a look at it more closely."
Despite the acolyte's instructions, three of the CRAPers begin their closer examination by looking at other portions of the macabre display. Neya and Utar are more intrigued by the scale. Neya notes verbally that it seems quite mundane, except for its golden make. It is the type with two pans suspended from a lightweight beam, and must be worth a good amount as far as scales go. A buyer capable of appreciating its history could pay upward of 400gp for it, the monk thinks to herself. Utar focus on the fact that the scale is unbalanced instead. Keeping a close eye on the entire display, as well as on the inquisitive eye on his shield, the cleric soon notices a secret compartment in the throne-like chair, which happens to be slightly open. Tapping on it with his fingers so to force it open a wee bit more, Utar reveals a wooden box which looks like it could house some weights inside. The box is of the kind that is simply latched shut once the lid is properly placed on top, so it should be fairly straightforward to open.
Graxx focuses on the cobwebs. With the help of one of his javelins, the barbarian collects some of the webs and deduces that they behave as webbing would most likely behave. The strands stick to the weapon and seem to float about when the javelin is moved. During this process, the weapon accidently touches one of the more suspiciously vertical strands of web, forcing it to twang somewhat. Looking up at the celling after his eyes follow the piece of white wire, Graxx observes that the crown is not floating above the skull but is instead suspended by thin wires ending in small hooks. There are some markings on the ceiling too, which look arcane, but Graxx has no idea what they might mean.
Outside, Doozey winces as he hears the twanging sound that Graxx produced. Deeper into the catacombs, a different sound is made in response. It sounds like a wail.
"I don't know about you, Biscuit. But that can't be a good sign." Doozey comments while staring more intently down the unexplored hall. "Stay here, brother. Bark if there's danger, alright." Biscuit "boof'd" in acceptance, and stood more on guard while staring down the path. Meanwhile, Doozey hustled back to the entryway of the opulent room. "I don't know what that twanging was about. But from what I hear deeper in the catacombs, it seems a wailer noticed it as well. So, whatever ya planning to do, I'd finish quickly and possibly get ready for company soon." He warns before rejoining biscuit again with sling loaded and ready to loose at trouble.
Prompted by Doozey's reminder that the restless dead are exactly that, Utar decides it best not to linger here for too much longer, lest the dead come find them before they are ready...
Still, there might be a few moments for the matter at hand, right?
Following Graxx's line of investigation, looking up to the ceiling, Utar stucks air through his teeth like a tradesman looking at a particularly bad case of dry rot.
"That's your problem right there. Markings. Likely magical. Might be why the Welcomers left this place alone. No idea what it might do or even if it still works. Cassyt, I get the impression you might have paid more attention during your training than I did. Little help?"
(OOC: I had mentioned in the OOC chat that Utar could roll that arcana check with advantage due to Cassyt's help. However, to keep things moving, I'll just roll her own check here: 13.)
Utar has to repeat his request to Cassyt a couple of times before he manages to get her attention off the book she's holding. She then looks up and discusses with the Tormite a few of the symbols that she recognizes. Utar lets the acolyte return to her search and makes the final deductions on his own: Some sort of warding spell has been placed on the funeral set up but, to the best of his abilities, Utar concludes that the magical trap is connected strictly to the "floating" crown. What exactly the warding spell may do is not something the duo can deduce in such a short time.
Graxx welcomes the news and, following Doozey's directive to speed things up, reaches for the box and opens it. Inside he finds a set of a dozen golden ingots, though it is clear that they are simply dipped in gold as some are chipped, which reveals a harder, darker metal within. The ingots are market as to serve as weighting units, and vary considerably in size. Their denominated weights range sequentially from a single ounce to a full pound, with a few denominations being skipped. This is likely done on purpose, as the way they fit in the box does not give Graxx the impression that there are any weights missing. Finally, Graxx can't help but think that these weights must carry a value of their own. Perhaps someone interest in the scale would pay extra for the accompanying set of weights.
Outside, Doozey prepares for a fight but, so far, it is not making its way to the ranger. Cassyt reminds the group: "Grab the dagger, grab it. I remember reading about it here."
Graxx is the one who responds to Cassyt's plea. He is prepared to yank the weapon from the dead hand with all of his might but finds that it is displaced with surprising ease. Expecting the worst, Neya keeps an eye out for any sudden changes to her surroundings, but finds her eyes stubbornly looking at the dagger instead.
Cassyt takes a good look at the dagger while it is still in Graxx's hand. As if looking at it closely was the last bit of information she needed before finding the excerpt she has been looking for, the acolyte smiles widely and reads: "Sedrair II's prized golden dagger is said to increase the wielder's accuracy with successful blows. Although the effect is short-lived, the noblewoman bragged that it was infinitely repeatable. Sedrair II bragged and prized often about her dagger, even adding a coat of gold to it so all could understand at a glance it was her treasure."
The excerpt continues for another few sentences and is descriptive enough for CRAP to deduce the details of the dagger's magical effect. (OOC: Those who are interested may read the spoiler below):
Sedrair II's Golden Dagger
Weapon (dagger), legendary
You have a +2 bonus to attack and damage rolls made with this magic weapon.
During your turn, upon landing a second successful attack, you may choose to gain the benefits of the True Strike cantrip (no action required). The spell effect requires concentration and applies to your next attack, whether it occurs in your current turn or the next. This feature can only be triggered once per turn and at least one of the two initial successful attacks must have been performed with Sedrair II's Golden Dagger.
Seeing Graxx's success sorely tempts Utar to do the same with the crown... But those markings on the ceiling look like they mean business.
Seeing that the scales do not appear to be connected to the wires holding the crown aloft, he supposes it can't hurt to secure that as well, taking the scale and weights, he passes those into Cassyt's safe keeping.
Giving the crown a last look, Utar wonders whether the party should leave the crown where it is, it seems to have gotten along fine by itself this far. No reason it shouldn't be safe enough until the Kelemvorites make their way down here.
"Clear for now, but may not be for long. Considering there's spooks, I wouldn't exactly be surprised if a few circumvent the obvious in favor of coming out of the gods damn walls." Doozey replied frankly without taking his eyes off the hallway. "Now, if you lot are then playing with a dead man's remains and treasures, shall we be off now?" He asked, and if the answer is yes, Biscuit would take that as his cue to start walking with his rider in tow, sniffing about and searching the darkness for even the smallest sign of movement.
Utar fights the urge to reach for the crown and instead grabs the scale from Sedrair II's other hand. A lot of dust comes off the display, but not much else happens. The Tormite offers it to the Kelemvorite, which triggers the Tempus faithful to offer the box of weights as well. Cassyt clarifies: "No no... You are supposed to carry it. I do not want to touch these items and run the risk of being accused of graverobbing."Graxx then puts away the dagger and hands the box of weights to Utar, so the scale and its peripherals can be stored as a single set. Cassyt also agrees that the trap is too risky, but it might just be able to keep the crown safe. Other semiprecious stones and filigree that are attached to the throne are also left behind.
Neya then agrees with the rest of the group that it is time to leave Sedrair behind. They meet Doozey outside and the ranger gives them a concerned report. Choosing to move deeper into the catacombs, the group approaches the only other exit out of the chamber of skulls. This exit leads into another hallway that soon splits into two paths. CRAP's options are to head straight into what looks like a large chamber or turn right into a winding section of more hallway.
This post has potentially manipulated dice roll results.
Doozey hops down at the intersection, and gets low to the ground, searching again for any signs of scrapped stone, peeled flesh, and more that might suggest their heavily armored prey having tread through the area; and by extension, where they may have gone after. Biscuit's ears would meanwhile perk up a bit, as he tries to get a sense of any particular sounds of interest apart from the ambient water noise that a few have picked up on so far.
"Aye. Try noit to get so hung up on the details of things with that. At worse, all ya need ta do is pray for a bit for forgiveness, anyhow. Or, so I wager." Doozey would say offhandedly.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
'Right." Cassyt responds with her best straight face. "In this regard, you are doing it to prevent fouler mercenaries from taking it permanently."Utar's suspicions that Cassyt can't quite make the distinction between mercenaries and adventurers is solidified. The acolyte's only response to Doozey's cynical jest is a "Hmmrph."
The stoutling then changes his focus to tracking the undead. With Biscuit's help, the first piece of evidence they detect is the foul smell of death. Unfortunately, no concluding answer is gathered there, as the stench seems to come from both directions. The beast's ears then perk up a bit, indicating that he has heard a suspicious noise. Biscuit seems to be pointing to the passage to the right (eastbound) instead of the passage straight ahead (northbound).
As Graxx makes a comment about ghosts, Cassyt takes a few steps forward and speaks up: "Well, well. I think I know what lies straight ahead. The large chamber, that must be the Necropolis. That's where we Kelemvorites inter most bodies these days, though we do not usually reach it though this passage."
(OOC: To be clear, Cassyt is talking about the northbound passage.)
It feels as though there isn't a lot of difference in the Kelemvorite's mind about the actions of fouler mercenaries and adventurers, almost as if the two are interchangeable in her mind. Utar will remember that.
With Biscuit pointing towards something to the east, Utar quietly, or as quietly as someone in full plate armour can, gets himself ready for a fight.
Cassyt nods back at Graxx affirmatively: "Yes, taking these relics with us are likely to be the least of two evils. I'll have to ask forgiveness from Kelemvor for agreeing with this disturbance of a crypt, but the counterfactual could be disastrous. That said, I don't think I could do so with my own hands, let alone carry such items in my bag like a common thief. It would run too recklessly against my teachings." She looks up at Graxx: "You.. You adventurers should do it. You keep it safe and I'll keep my eye on you until I can report back to the Doomguide." She then begins to leaf through the book in her hands and adds: "Start with the dagger. I remember reading some details about it here somewhere. I'd like to have a look at it more closely."
Despite the acolyte's instructions, three of the CRAPers begin their closer examination by looking at other portions of the macabre display. Neya and Utar are more intrigued by the scale. Neya notes verbally that it seems quite mundane, except for its golden make. It is the type with two pans suspended from a lightweight beam, and must be worth a good amount as far as scales go. A buyer capable of appreciating its history could pay upward of 400gp for it, the monk thinks to herself. Utar focus on the fact that the scale is unbalanced instead. Keeping a close eye on the entire display, as well as on the inquisitive eye on his shield, the cleric soon notices a secret compartment in the throne-like chair, which happens to be slightly open. Tapping on it with his fingers so to force it open a wee bit more, Utar reveals a wooden box which looks like it could house some weights inside. The box is of the kind that is simply latched shut once the lid is properly placed on top, so it should be fairly straightforward to open.
Graxx focuses on the cobwebs. With the help of one of his javelins, the barbarian collects some of the webs and deduces that they behave as webbing would most likely behave. The strands stick to the weapon and seem to float about when the javelin is moved. During this process, the weapon accidently touches one of the more suspiciously vertical strands of web, forcing it to twang somewhat. Looking up at the celling after his eyes follow the piece of white wire, Graxx observes that the crown is not floating above the skull but is instead suspended by thin wires ending in small hooks. There are some markings on the ceiling too, which look arcane, but Graxx has no idea what they might mean.
Outside, Doozey winces as he hears the twanging sound that Graxx produced. Deeper into the catacombs, a different sound is made in response. It sounds like a wail.
"I don't know about you, Biscuit. But that can't be a good sign." Doozey comments while staring more intently down the unexplored hall. "Stay here, brother. Bark if there's danger, alright." Biscuit "boof'd" in acceptance, and stood more on guard while staring down the path. Meanwhile, Doozey hustled back to the entryway of the opulent room. "I don't know what that twanging was about. But from what I hear deeper in the catacombs, it seems a wailer noticed it as well. So, whatever ya planning to do, I'd finish quickly and possibly get ready for company soon." He warns before rejoining biscuit again with sling loaded and ready to loose at trouble.
When you realize you're doing too much: Signature.
Prompted by Doozey's reminder that the restless dead are exactly that, Utar decides it best not to linger here for too much longer, lest the dead come find them before they are ready...
Still, there might be a few moments for the matter at hand, right?
Following Graxx's line of investigation, looking up to the ceiling, Utar stucks air through his teeth like a tradesman looking at a particularly bad case of dry rot.
"That's your problem right there. Markings. Likely magical. Might be why the Welcomers left this place alone. No idea what it might do or even if it still works. Cassyt, I get the impression you might have paid more attention during your training than I did. Little help?"
Arcana 7
Graxx grits his teeth.
"Well that was the wrong thing to do..."
Graxx looks to Utar.
"I can't make out anything. Can you read it?"
Graxx walks over to the closed box that could possibly house weights.
"What more could go wrong?" Graxx asks aloud.
Graxx opens the box.
(OOC: I had mentioned in the OOC chat that Utar could roll that arcana check with advantage due to Cassyt's help. However, to keep things moving, I'll just roll her own check here: 13.)
Utar has to repeat his request to Cassyt a couple of times before he manages to get her attention off the book she's holding. She then looks up and discusses with the Tormite a few of the symbols that she recognizes. Utar lets the acolyte return to her search and makes the final deductions on his own: Some sort of warding spell has been placed on the funeral set up but, to the best of his abilities, Utar concludes that the magical trap is connected strictly to the "floating" crown. What exactly the warding spell may do is not something the duo can deduce in such a short time.
Graxx welcomes the news and, following Doozey's directive to speed things up, reaches for the box and opens it. Inside he finds a set of a dozen golden ingots, though it is clear that they are simply dipped in gold as some are chipped, which reveals a harder, darker metal within. The ingots are market as to serve as weighting units, and vary considerably in size. Their denominated weights range sequentially from a single ounce to a full pound, with a few denominations being skipped. This is likely done on purpose, as the way they fit in the box does not give Graxx the impression that there are any weights missing. Finally, Graxx can't help but think that these weights must carry a value of their own. Perhaps someone interest in the scale would pay extra for the accompanying set of weights.
Outside, Doozey prepares for a fight but, so far, it is not making its way to the ranger. Cassyt reminds the group: "Grab the dagger, grab it. I remember reading about it here."
Graxx looks at the dagger... Then back to Cassyt... Then back to the dagger.
Graxx will reach for the dagger and pull it with all he's worth.
Athletics: 8
Neya keeps an eye out for anything happening as Graxx removes the dagger.
Perception: 8
Extended Signature
Graxx is the one who responds to Cassyt's plea. He is prepared to yank the weapon from the dead hand with all of his might but finds that it is displaced with surprising ease. Expecting the worst, Neya keeps an eye out for any sudden changes to her surroundings, but finds her eyes stubbornly looking at the dagger instead.
Cassyt takes a good look at the dagger while it is still in Graxx's hand. As if looking at it closely was the last bit of information she needed before finding the excerpt she has been looking for, the acolyte smiles widely and reads: "Sedrair II's prized golden dagger is said to increase the wielder's accuracy with successful blows. Although the effect is short-lived, the noblewoman bragged that it was infinitely repeatable. Sedrair II bragged and prized often about her dagger, even adding a coat of gold to it so all could understand at a glance it was her treasure."
The excerpt continues for another few sentences and is descriptive enough for CRAP to deduce the details of the dagger's magical effect. (OOC: Those who are interested may read the spoiler below):
Sedrair II's Golden Dagger
Weapon (dagger), legendary
You have a +2 bonus to attack and damage rolls made with this magic weapon.
During your turn, upon landing a second successful attack, you may choose to gain the benefits of the True Strike cantrip (no action required). The spell effect requires concentration and applies to your next attack, whether it occurs in your current turn or the next. This feature can only be triggered once per turn and at least one of the two initial successful attacks must have been performed with Sedrair II's Golden Dagger.
Seeing Graxx's success sorely tempts Utar to do the same with the crown... But those markings on the ceiling look like they mean business.
Seeing that the scales do not appear to be connected to the wires holding the crown aloft, he supposes it can't hurt to secure that as well, taking the scale and weights, he passes those into Cassyt's safe keeping.
Giving the crown a last look, Utar wonders whether the party should leave the crown where it is, it seems to have gotten along fine by itself this far. No reason it shouldn't be safe enough until the Kelemvorites make their way down here.
Graxx looks to the dagger.
"Good weapon. I'll hold on to it like you wanted Cassyt."
Graxx places the dagger in his backpack looks to the Utar and Neya.
"I think it's best we go."
Graxx will step outside with Doozey.
"Thanks for keeping a lookout. How are we looking?"
"I agree, as much as I want to look around more. If Sedrair II is as paranoid as history says, doing so may be quite hazardous." Neya says.
Extended Signature
"Clear for now, but may not be for long. Considering there's spooks, I wouldn't exactly be surprised if a few circumvent the obvious in favor of coming out of the gods damn walls." Doozey replied frankly without taking his eyes off the hallway. "Now, if you lot are then playing with a dead man's remains and treasures, shall we be off now?" He asked, and if the answer is yes, Biscuit would take that as his cue to start walking with his rider in tow, sniffing about and searching the darkness for even the smallest sign of movement.
When you realize you're doing too much: Signature.
Utar fights the urge to reach for the crown and instead grabs the scale from Sedrair II's other hand. A lot of dust comes off the display, but not much else happens. The Tormite offers it to the Kelemvorite, which triggers the Tempus faithful to offer the box of weights as well. Cassyt clarifies: "No no... You are supposed to carry it. I do not want to touch these items and run the risk of being accused of graverobbing." Graxx then puts away the dagger and hands the box of weights to Utar, so the scale and its peripherals can be stored as a single set. Cassyt also agrees that the trap is too risky, but it might just be able to keep the crown safe. Other semiprecious stones and filigree that are attached to the throne are also left behind.
Neya then agrees with the rest of the group that it is time to leave Sedrair behind. They meet Doozey outside and the ranger gives them a concerned report. Choosing to move deeper into the catacombs, the group approaches the only other exit out of the chamber of skulls. This exit leads into another hallway that soon splits into two paths. CRAP's options are to head straight into what looks like a large chamber or turn right into a winding section of more hallway.
Pausing as he packs the scales and weights into his pack, Utar raises an eyebrow at Cassyt's response.
"You'll remember that we aren't grave robbing either though, right? We're keeping these for safekeeping, not for keeps."
Doozey hops down at the intersection, and gets low to the ground, searching again for any signs of scrapped stone, peeled flesh, and more that might suggest their heavily armored prey having tread through the area; and by extension, where they may have gone after. Biscuit's ears would meanwhile perk up a bit, as he tries to get a sense of any particular sounds of interest apart from the ambient water noise that a few have picked up on so far.
Survival: 23.
Biscception: 11.
"Aye. Try noit to get so hung up on the details of things with that. At worse, all ya need ta do is pray for a bit for forgiveness, anyhow. Or, so I wager." Doozey would say offhandedly.
When you realize you're doing too much: Signature.
Graxx stands back and let’s Doozey do his analysis. Graxx will remain five feet below Doozey.
”So far we haven’t been attack ye. I expect another ghost to show up anytime now.”
DM's Screen:
3
'Right." Cassyt responds with her best straight face. "In this regard, you are doing it to prevent fouler mercenaries from taking it permanently." Utar's suspicions that Cassyt can't quite make the distinction between mercenaries and adventurers is solidified. The acolyte's only response to Doozey's cynical jest is a "Hmmrph."
The stoutling then changes his focus to tracking the undead. With Biscuit's help, the first piece of evidence they detect is the foul smell of death. Unfortunately, no concluding answer is gathered there, as the stench seems to come from both directions. The beast's ears then perk up a bit, indicating that he has heard a suspicious noise. Biscuit seems to be pointing to the passage to the right (eastbound) instead of the passage straight ahead (northbound).
As Graxx makes a comment about ghosts, Cassyt takes a few steps forward and speaks up: "Well, well. I think I know what lies straight ahead. The large chamber, that must be the Necropolis. That's where we Kelemvorites inter most bodies these days, though we do not usually reach it though this passage."
(OOC: To be clear, Cassyt is talking about the northbound passage.)
It feels as though there isn't a lot of difference in the Kelemvorite's mind about the actions of fouler mercenaries and adventurers, almost as if the two are interchangeable in her mind. Utar will remember that.
With Biscuit pointing towards something to the east, Utar quietly, or as quietly as someone in full plate armour can, gets himself ready for a fight.
Neya shudders for a bit the the mention of ghosts, having two bad experiences with the exact same spirit. She then follows Utar down the corridor.
Extended Signature
Graxx head leans slightly as Cassyt mentions another way in to the Necropolis.
"Should we hit whatever lies ahead hard and fast to prevent them running out this other way?"