As you make a pyre for the bodies, Pru and Aranor question the use of the levers at the door. Pru looks carefully at the levers then gently pulls the door. To everyone's surprise the door pulls open with ease. Beryl lights the pyre as everyone nods in silence.
Peaking through the door, the vast room is something out of a nightmare. Very dark with the exception of the hellish colored light pillars emanating from the platform in front of you. Two massive demon looking skulls rest in each far corner, with a very large rat chained to each. There is a large cage, in which a small being is being held. There is a female upon the platform, preparing for some kind of ritual.
When the female turns around, you recognize her from the tavern, the night that Sophia was reported kidnapped. It's Elise.
OOC: When you moved the bandit and bodies you discovered the following: Cloak of Protection, Potion of Greater Healing,
Aranor stands there shocked for a few moments, taking in the scene before him. It's horrific, and what is Elise doing here? Is she the one who has kidnapped the children?
"What in the nine hells is going on here?" he demands, hand on the pommel of his sword.
This post has potentially manipulated dice roll results.
Pru looks from whatever kind of altar this is and then up at Aranor.
"That's the one from the inn, isn't it?" Pru says. "She gave us the directions here."
Then she wrinkles her nose at the rats.
"Wonder if those blokes are related to the other ones?"
While Aranor questions Elise, Pru slips behing the big knight, using him for cover and tries to slip into the shadows along he walls so she can try and come around from the side and sneak up on Elise.
OOC: If we didn't have time to divvy up the items before the door was opened, Beryl will grab the healing potion in case we need it imminently. Otherwise:
At Aranor's voice, Beryl turns around quickly and sees the open door. She moves up towards the door behind Aranor, leaving room for Kaladin.
"There were 2 missing girls, weren't there?" she whispers. "One's inside maybe, and there were 3 dead girls out here."
"So do we kill her now or ask her if she's a necromancer then kill her when she curses us?" Kaladin whispers adjusting the strap on his shield
Rollback Post to RevisionRollBack
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic byVitaly S Alexius
OOC: I'm wrapping up a big project at work so i've been bring the work home. I should have it done this weekend, so I am going to hold of on posting 'til saturday night, sometime sunday.
Ah, yes. Thank you for finishing my work. I’ve scoured this place top to bottom but for some odd reason, I was never able to find my family heirlooms. Elise shows a form of smugness. She starts to pace back and forth between the giant rats, caressing each one. Thanks to my children, you have found it and have brought it to me.
Elise's tone goes somber, as if reflecting on a dark tragedy. I've done many things people like you would call reprehensible or evil even. But they were... necessary. Just as my stepmother, who could not stand in my way, neither shall you. Elise motions toward the young child in the cage. As the child witheringly raises her head, you see that it's Sophia. You also notice a small door behind the cage that is ajar with light emanating from behind.
And should you try, let me illustrate the depths of pain and torment I am willing to plumb. My stepmother refused me. So I bound her. Burned out her eyes with a white-hot poker. Her ears I fried and fed to my dogs. I flayed her skin and broke his bones upon the wheel. A sadistic smile perches her lips. Yet each time she lost consciousness from pain or neared death, I had her revived. Her torment continued for 72 days and nights. Then I let her expire.
She begins to laugh. Seemingly staring at the floor as if looking into a deep abyss of nothingness. She suddenly stops. As she raises her head to look at you, her voice seems to grow 5 octaves lower and with a force not heard before. Do not think you can overpower my will to achieve my aims.
But you can join me, she calmly states, with a shred of hysterical laughter. The amount of power, the amount of prestige that will come with it. Think of it. Don’t be like my stepmother. We can revive my family legacy together. What once was, will be again.
There's a moment of silence. Elise stands there staring into your souls, the most maniacal laughter you've ever heard echo;s off the chamber walls. Sophia begins cry with what little bit of energy she has left. Elise raises her hands and begins to chant. In front of you between the large pillars, four skeletons seemingly raise up from the dead and reassemble themselves.
Map layout of the entire cellar. You're in room 3. The rats are on the upper platform, each tied to the pillar next to them. The skulls in the corners are very large, enough to hide behind. The skeletons stand between to the two pillars in the center of the room, across what looks like a ceremonial circle. Sophia is in the cage, just outside room 4.
This post has potentially manipulated dice roll results.
Aranor rushes forward before the foul necromancer can make her move. He stands in front of his companions and aims the hand not holding his sword in a sweeping motion toward the necromancer and her skeletons. He mutters a few words and then a jet of fire erupts from his hand. Burning Hands
(Must make a DEX save of 12 or take 3d6 fire damage on a failed save, or half as much damage on a successful one.)
This post has potentially manipulated dice roll results.
Trying to use the Aranor's fiery jets as distraction, Pru steps from the shadows (from the right, near the skull but not close enough to the rat for it to reach her), and holds her own hand out towards the necromancer and the skeletons beside her.
"You've been," Pru begins very quietly, almost singing, before yelling "thunderstruck."
A roar of thunder erupt from Pru, slamming towards the necromancer and skeletons.
She then points a finger at Beryl.
"Work it, make it, do it, makes us: harder, better, faster, stronger," Pru sings to Beryl. As soon as she does, Beryl can feel energy coursing through her body.
Action: Casts Thunderwave with a level 2 slot, causing 19 thunder damage and pushed back 10', or half as much on a successful DC13 Con Save.
Bonus Action: Gives Bardic Inspiration to Beryl. As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
Aranor rushes forward before the foul necromancer can make her move. He stands in front of his companions and aims the hand not holding his sword in a sweeping motion toward the necromancer and her skeletons. He mutters a few words and then a jet of fire erupts from his hand. Burning Hands
(Must make a DEX save of 12 or take 3d6 fire damage on a failed save, or half as much damage on a successful one.)
8 Fire Damage
What's your fire damage at? it's 3d6 but i see you rolled 1d20 for dmg.
Aranor rushes forward before the foul necromancer can make her move. He stands in front of his companions and aims the hand not holding his sword in a sweeping motion toward the necromancer and her skeletons. He mutters a few words and then a jet of fire erupts from his hand. Burning Hands
(Must make a DEX save of 12 or take 3d6 fire damage on a failed save, or half as much damage on a successful one.)
8 Fire Damage
What's your fire damage at? it's 3d6 but i see you rolled 1d20 for dmg.
((That was the fire damage. It's showing as 3d6 rolled for me, hmm.))
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic byVitaly S Alexius
This post has potentially manipulated dice roll results.
Ooc// sorry I disappeared the notifications didn't show up for some reason
Initiative 16
Rollback Post to RevisionRollBack
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic byVitaly S Alexius
This post has potentially manipulated dice roll results.
One of the skeletons (#2) steps toward Aranor and swings. Attack: 15 Damage: 3
Elise turns toward Pru. "Foolish child. Your shadow skills are nothing. But if you insist on walking the shadows, let ms see if I can help." Elise raises her staff and slaps it on the floor, "Myzien Ebrisias." She casts Toll The Dead , Wis DC 13, 8 dmg if failed.
As you make a pyre for the bodies, Pru and Aranor question the use of the levers at the door. Pru looks carefully at the levers then gently pulls the door. To everyone's surprise the door pulls open with ease. Beryl lights the pyre as everyone nods in silence.
OOC: When you moved the bandit and bodies you discovered the following: Cloak of Protection, Potion of Greater Healing,
Mace, +2
Aranor stands there shocked for a few moments, taking in the scene before him. It's horrific, and what is Elise doing here? Is she the one who has kidnapped the children?
"What in the nine hells is going on here?" he demands, hand on the pommel of his sword.
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
Pru looks from whatever kind of altar this is and then up at Aranor.
"That's the one from the inn, isn't it?" Pru says. "She gave us the directions here."
Then she wrinkles her nose at the rats.
"Wonder if those blokes are related to the other ones?"
While Aranor questions Elise, Pru slips behing the big knight, using him for cover and tries to slip into the shadows along he walls so she can try and come around from the side and sneak up on Elise.
Stealth: 11
OOC: If we didn't have time to divvy up the items before the door was opened, Beryl will grab the healing potion in case we need it imminently. Otherwise:
At Aranor's voice, Beryl turns around quickly and sees the open door. She moves up towards the door behind Aranor, leaving room for Kaladin.
"There were 2 missing girls, weren't there?" she whispers. "One's inside maybe, and there were 3 dead girls out here."
"So do we kill her now or ask her if she's a necromancer then kill her when she curses us?" Kaladin whispers adjusting the strap on his shield
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic by Vitaly S Alexius
OOC: I'm wrapping up a big project at work so i've been bring the work home. I should have it done this weekend, so I am going to hold of on posting 'til saturday night, sometime sunday.
((No rush, take your time!))
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
Ah, yes. Thank you for finishing my work. I’ve scoured this place top to bottom but for some odd reason, I was never able to find my family heirlooms. Elise shows a form of smugness. She starts to pace back and forth between the giant rats, caressing each one. Thanks to my children, you have found it and have brought it to me.
Elise's tone goes somber, as if reflecting on a dark tragedy. I've done many things people like you would call reprehensible or evil even. But they were... necessary. Just as my stepmother, who could not stand in my way, neither shall you. Elise motions toward the young child in the cage. As the child witheringly raises her head, you see that it's Sophia. You also notice a small door behind the cage that is ajar with light emanating from behind.
And should you try, let me illustrate the depths of pain and torment I am willing to plumb. My stepmother refused me. So I bound her. Burned out her eyes with a white-hot poker. Her ears I fried and fed to my dogs. I flayed her skin and broke his bones upon the wheel. A sadistic smile perches her lips. Yet each time she lost consciousness from pain or neared death, I had her revived. Her torment continued for 72 days and nights. Then I let her expire.
She begins to laugh. Seemingly staring at the floor as if looking into a deep abyss of nothingness. She suddenly stops. As she raises her head to look at you, her voice seems to grow 5 octaves lower and with a force not heard before. Do not think you can overpower my will to achieve my aims.
But you can join me, she calmly states, with a shred of hysterical laughter. The amount of power, the amount of prestige that will come with it. Think of it. Don’t be like my stepmother. We can revive my family legacy together. What once was, will be again.
There's a moment of silence. Elise stands there staring into your souls, the most maniacal laughter you've ever heard echo;s off the chamber walls. Sophia begins cry with what little bit of energy she has left. Elise raises her hands and begins to chant. In front of you between the large pillars, four skeletons seemingly raise up from the dead and reassemble themselves.
What shall it be, power and glory. Or DEATH?
OOC: Initiatives
Elise: 17 Skeleton 1: 3 Skeleton 2: 18 Skeleton 3: 2 Skeleton 4: 9
Map layout of the entire cellar. You're in room 3. The rats are on the upper platform, each tied to the pillar next to them. The skulls in the corners are very large, enough to hide behind. The skeletons stand between to the two pillars in the center of the room, across what looks like a ceremonial circle. Sophia is in the cage, just outside room 4.
Beryl whispers to Kaladin, "I think now!"
Initiative: 12
OOC: Welcome back. :) And I hope someone picked up the cloak and the mace!
Pru Initiative: 5
OOC: I think Pru and Aranor where already past the area with the cloak and mace when they were found. But Beryl should for sure pick up the mace.
And was Pru successful in sneaking into the shadows along the walls (post #588 above)?
"Foul hag, we would never join you!" Aranor declares, his face hard with anger as he unsheathes his sword.
Initiative: 5
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
@Pru You believe you have not been spotted.
Actions?
Aranor: 20
Pruecy: 18
Skeleton 2:
18 Elise: 17
Kaldin: 12
Skeleton 4: 9
Beryl: 4
Skeleton 1: 3
Skeleton 3: 2
Aranor rushes forward before the foul necromancer can make her move. He stands in front of his companions and aims the hand not holding his sword in a sweeping motion toward the necromancer and her skeletons. He mutters a few words and then a jet of fire erupts from his hand. Burning Hands
(Must make a DEX save of 12 or take 3d6 fire damage on a failed save, or half as much damage on a successful one.)
10 Fire Damage
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
Trying to use the Aranor's fiery jets as distraction, Pru steps from the shadows (from the right, near the skull but not close enough to the rat for it to reach her), and holds her own hand out towards the necromancer and the skeletons beside her.
"You've been," Pru begins very quietly, almost singing, before yelling "thunderstruck."
A roar of thunder erupt from Pru, slamming towards the necromancer and skeletons.
She then points a finger at Beryl.
"Work it, make it, do it, makes us: harder, better, faster, stronger," Pru sings to Beryl. As soon as she does, Beryl can feel energy coursing through her body.
Action: Casts Thunderwave with a level 2 slot, causing 19 thunder damage and pushed back 10', or half as much on a successful DC13 Con Save.
Bonus Action: Gives Bardic Inspiration to Beryl. As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
What's your fire damage at? it's 3d6 but i see you rolled 1d20 for dmg.
((That was the fire damage. It's showing as 3d6 rolled for me, hmm.))
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
"******* called it"
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic by Vitaly S Alexius
Ooc// sorry I disappeared the notifications didn't show up for some reason
Initiative 16
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic by Vitaly S Alexius
One of the skeletons (#2) steps toward Aranor and swings. Attack: 15 Damage: 3
Elise turns toward Pru. "Foolish child. Your shadow skills are nothing. But if you insist on walking the shadows, let ms see if I can help." Elise raises her staff and slaps it on the floor, "Myzien Ebrisias." She casts Toll The Dead , Wis DC 13, 8 dmg if failed.