Marlyth has moved to chamber 4 in order to investigate the remnant of the Shambling Mound to make sure that it's not feigning death and if there's something left inside the creature.
This post has potentially manipulated dice roll results.
Assuming Tabaqui signaled the rest of the party and pointed out the traps, Angus will follow up the stairs at a distance, trying to be stealthy but at disadvantage due to his armor. Not having darkvision, he will carry a lit torch in one hand. If nothing stirs, he will approach the portrait of the female dwarf and inspect it more closely. He is on the alert for anything that might jump out or materialize in the chamber.
(ooc: Calner will use Magical Guidance to reroll. Costing him 1 sorcery point.)
When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
Stealth check: 9
Calner successfully eludes the glyphs (I'll say Tabaqui pointed them out) and is spotted by.. nothing.
<The only female portrayed is Sylvene, the human wizard. The dwarf (Artura) is the brother of the one you met earlier, though if they had a sister, she would also likely wear a thick beard. Waltarn was human and the giant is Hamish.>
Examining the portrait of Sylvene, one can see she is given a soft smile, not happy, but perhaps at peace. The dwarf, beneath his bushy auburn beard, looks angry, even for a dwarf. He bears a strong resemblance to Durow, the dwarf who told you about this place.
This post has potentially manipulated dice roll results.
The silence of the sepulcher gradually becomes intolerable, and Marlyth decides to leave the current room. She halts abruptly on her way to the inner chambers in order to examine her surrounding, then kneels down on the ground to inspect the staircase.
She will trace the engravings with her fingers when she attempts to recall any kind of magical traditions regarding the glyphs.
<let me know Calner's fear if you want me to write it into the game or you can write it yourself, or I'll just make something up. What would a sorcerer of the aberrant mind find scary?>
<I should clarify here fear is cast in an attempt to keep people from leaving once they've ascended the stairs. I wasn't going to write anything for fear, just for phantasmal killer.>
<There's really nothing happening anywhere else anyhow, it's just a thing to show off the new thing: linked glyphs. There's a sensor Glyph and an effect Glyph and this kind of demonstrates them. It's... yeah.>
<I'd really like to pick up the pace here guys. Please don't take it the wrong way, I'm just thinking: if this is dragging for me, it must be dragging for you too, right?>
This post has potentially manipulated dice roll results.
Marlyth has nothing to drop since she has not been wielding any weapon, and she takes the dash action to move away from the staircase and takes refuge in hallway 8.
Wisdom Saving Throw:26
(@Wile_E_Coyote, No worries, I'm personally fine with everything at this point.)
Marlyth has nothing to drop since she has not been wielding any weapon, and she takes the dash action to move away from the staircase and takes refuge in hallway 8.
Wisdom Saving Throw:26
(@Wile_E_Coyote, No worries, I'm personally fine with everything at this point.)
Sorry, I'm being lazy explaining. The source of fear is behind you at the bottom. You can't go back toward it.
Marlyth has nothing to drop since she has not been wielding any weapon, and she takes the dash action to move away from the staircase and takes refuge in hallway 8.
Marlyth has arrived in the Grand Crypt. From the vaulted, blue-and-gold ceiling to the circular, brass seal in the floor and the twin, bare-stone sarcophagi, this tomb looks lavishly made and firmly intact.
This chamber’s sarcophagi contain the coffins of Sylvene and Waltarn—unopened and intact—plus a recessed prayer area to the north and a ritual cleansing area to the south. The pillars that support the area are carved with spiral whorls like the stele outside the Wizard’s Barrow. All the metal fixtures in this area have a green patina and are made to form similar spirals where they can.
Within the brass seal stands a figure in a green cloak, it is Sylvene’s grandson Tyreus. The human before you appears pale but flushed, with dark hair in a long braid and an exquisitely trimmed beard. He wears dark, fitted clothes and high boots along with a fine blue overcoat. He looks relieved that you’re here.
This post has potentially manipulated dice roll results.
Marlyth stares at the wizard with a haunted look in her eyes, when she attempts to settle her hazy mind to recall the warnings from Durow:
"....They say he wears a green cloak..."
"I should've guessed it earlier.... it's not unusual for a grandson to be interested in visiting the tomb of his grandparents, Tyreus. And I believe that you'll prefer to spend some solitary moment here, pardon me if my presence is unexpected."
She will examine the surface of the sarcophagi while searching for a blank place to lift the cover. If she finds some kind of mechanism to open the lid, she will whisper something in 'Druidic' to cast Druidcraft in order to create the effect of faint scent of water-lily to mask the odor that might be contained within the coffin and leans over the coffin to see what's inside.
Bones. Human bones
Assuming Tabaqui signaled the rest of the party and pointed out the traps, Angus will follow up the stairs at a distance, trying to be stealthy but at disadvantage due to his armor. Not having darkvision, he will carry a lit torch in one hand. If nothing stirs, he will approach the portrait of the female dwarf and inspect it more closely. He is on the alert for anything that might jump out or materialize in the chamber.
Perception 18
Stealth 8
Calner successfully eludes the glyphs (I'll say Tabaqui pointed them out) and is spotted by.. nothing.
<The only female portrayed is Sylvene, the human wizard. The dwarf (Artura) is the brother of the one you met earlier, though if they had a sister, she would also likely wear a thick beard. Waltarn was human and the giant is Hamish.>
Examining the portrait of Sylvene, one can see she is given a soft smile, not happy, but perhaps at peace. The dwarf, beneath his bushy auburn beard, looks angry, even for a dwarf. He bears a strong resemblance to Durow, the dwarf who told you about this place.
The silence of the sepulcher gradually becomes intolerable, and Marlyth decides to leave the current room. She halts abruptly on her way to the inner chambers in order to examine her surrounding, then kneels down on the ground to inspect the staircase.
She will trace the engravings with her fingers when she attempts to recall any kind of magical traditions regarding the glyphs.
Intelligence: Arcana 19
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
As Calner nears Waltarn's face, a hidden Glyph is triggered.
phantasmal killer DC 18
<let me know Calner's fear if you want me to write it into the game or you can write it yourself, or I'll just make something up. What would a sorcerer of the aberrant mind find scary?>
Marlyth tracing the Sigils with her fingers induces a sense of unknowable dread within her. Anyone on the staircase feels the effects of fear (DC17).
Wisdom Saving Throw: 22
(As a member of the Hybsils, Marlyth dislikes Bugbears and Ogres, but she's mainly scared of Gnolls and evil Wizards trying to harvest antlers.)
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
<I should clarify here fear is cast in an attempt to keep people from leaving once they've ascended the stairs. I wasn't going to write anything for fear, just for phantasmal killer.>
<There's really nothing happening anywhere else anyhow, it's just a thing to show off the new thing: linked glyphs. There's a sensor Glyph and an effect Glyph and this kind of demonstrates them. It's... yeah.>
<I'd really like to pick up the pace here guys. Please don't take it the wrong way, I'm just thinking: if this is dragging for me, it must be dragging for you too, right?>
Marlyth has nothing to drop since she has not been wielding any weapon, and she takes the dash action to move away from the staircase and takes refuge in hallway 8.
Wisdom Saving Throw: 26
(@Wile_E_Coyote, No worries, I'm personally fine with everything at this point.)
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Angus will turn sharply and investigate why Calner and Marlyth seem to be freaking out. Is he able to determine what is going on?
Perception 10
Sorry, I'm being lazy explaining. The source of fear is behind you at the bottom. You can't go back toward it.
Chamber 11
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
He can find the Glyph on Waltarn's face. It only had one charge, no further effect.
It would be impossible for him to move closer to the image of Waltarn, but he was already right next to it.
Marlyth has arrived in the Grand Crypt. From the vaulted, blue-and-gold ceiling to the circular, brass seal in the floor and the twin, bare-stone sarcophagi, this tomb looks lavishly made and firmly intact.
This chamber’s sarcophagi contain the coffins of Sylvene and Waltarn—unopened and intact—plus a recessed prayer area to the north and a ritual cleansing area to the south. The pillars that support the area are carved with spiral whorls like the stele outside the Wizard’s Barrow. All the metal fixtures in this area have a green patina and are made to form similar spirals where they can.
Within the brass seal stands a figure in a green cloak, it is Sylvene’s grandson Tyreus. The human before you appears pale but flushed, with dark hair in a long braid and an exquisitely trimmed beard. He wears dark, fitted clothes and high boots along with a fine blue overcoat. He looks relieved that you’re here.
Losing interest in the portraits, Tabaqui will follow Marlyth, keeping to the shadows.
Stealth 26
Marlyth stares at the wizard with a haunted look in her eyes, when she attempts to settle her hazy mind to recall the warnings from Durow:
"....They say he wears a green cloak..."
"I should've guessed it earlier.... it's not unusual for a grandson to be interested in visiting the tomb of his grandparents, Tyreus. And I believe that you'll prefer to spend some solitary moment here, pardon me if my presence is unexpected."
She will examine the surface of the sarcophagi while searching for a blank place to lift the cover. If she finds some kind of mechanism to open the lid, she will whisper something in 'Druidic' to cast Druidcraft in order to create the effect of faint scent of water-lily to mask the odor that might be contained within the coffin and leans over the coffin to see what's inside.
Intelligence: Investigation 12
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
<Which sarcophagus is Marlyth trying to open,, Waltarn's or Sylvene's?>