Aftari, your first swing merely chips some of the bones, but you don't think you managed to do any real damage to them. You have more success on the other side, with the sheer blunt force of your strike shattering several of the bones and doing a lot of damage to the sigil, rendering it completely unrecognisable.
Hadar and Ekaterina, you remember only what your employer told you about this place- that it was somehow tied to an ancient lich and was housing his once used, now broken, philactery. You also remember that there seems to be a link behind this item and the finds from the ruins below Nov Ostoya, both indicating a long- dead culture with a special reverence for the sun and the dead, or maybe even undeath and necromancy. This crypt here definitely seems to ward something, which is only reinforced by the trap that Morrow just sprung.
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Ekaterina ponders why the main stairway entering the tomb/mausoleum would be protected against intrusion and if perhaps there might be another way in…(not sure if there’s a roll you would like for that.)
This post has potentially manipulated dice roll results.
Dr. William Buddie offers his [Tooltip Not Found] to anyone examining their digits or trying to remember the history of this place. His tone is a bit haughty but he none the less is helpful and cheerful. “Surely we can determine if the brute force method disables the traps or not,” he’ll suggest, using guidance on himself and examining the trap to try and do just that.
Arcana 10 plus the 1 Guidance just to try and figure out if magical traps broken still work or not?
The doctor will also look over Morrow, if he allows, and examine his injuries. He’ll “tsk tsk” a bit but his usual haughtiness works with his bedside manner to be more reassuring than smug. Dr. Buddie is loath to tap into his own reserve of abilities so early into what could be quite an adventure but as Morrow has been leading the way Dr. Buddie decides it is best they stay upright. As such, in addition to a bit of balm and some bandages, Cure Wounds is also applied for 6 healing…
“Do be more careful, if you would,” the doctor suggests. “There’s only so many of you to lead the way. I’d hate to lose you before we found our prize…”
Meanwhile, Shelley will take flight and explore the hallway and report back with an account of how long it is, side passages, doorways, other sigils and the like…
As Shelley flies down to the stone door, she passes two more landings just like the one that Morrow stepped on, also surrounded by sigils made from inlaid human bones in the shape of a stylized sun. As Shelley reaches the stone door, Bill Buddie is further able to make out an arcane blue glow shimmer through from the chamber beyond.
Studying the hallway, he recognises two things: The magical energy from the destroyed sigil is gone, and it seems that the landing before you is far less dangerous now, though one of the sigils is still humming with magical energy, almost as if it was recharging. Second, the sigils seem to trigger when someone steps onto the landing.
Ekaterina, given how far you had to trek to reach the crypt, it seems likely that it's best defence against intrusion is being far out of the way and not well known. A chilling thought crosses your mind: Maybe these sigils aren't here to protect against intrusion, but instead are meant to keep something inside contained...
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Ekaterina shares her thoughts with the group (see above post) then adds “What if there’s something in here still that whoever built this is trying to contain? … I wonder if we missed another entrance? Or if maybe there’s a way we could make or way around these … traps … wards?” She then looks around to see if there’s a way to bypass the landings. Either going around without stepping in a particular spot to activate them trap, or if we could perhaps jump (or fly) over the landings.
"Even just awakening something could be problematic," Dr. Buddie adds. "If we can merely hop or take a long step over the future traps then I think that would be the ideal solution. We should, however, pause and examine each sigil from a distance before passing them, even with a long step. It could be foolishly unwise to assume all are trapped identically..."
"Doubtful." Morrow scoffs, "These ruins have been around for to long. Any beast we find is likely deceased...unless you lot know the Sun temples to keep undead of some sort." Still tending to his own wounds, the winged tiefling would quickly add on, "Whatever we find here is likely something that moved in after the temple's fall...or the cause of it. Maybe that lich nonsense you lot were talking about on the way here from the client's description."
"Well I have preached caution... If the brutes in front wish to ignore my words, well that would be typical," Dr. Buddie says, mostly to himself, and shrugs.
“Well unless someone wants to destroy the other one on this landing, I think we should move on.” And with that Ekaterina will attempt to take the lead and maneuver around the landing without stepping in the same place that activated the trap in the first place, while holding her torch aloft.
"I mean, I could keep hacking at it until it's all broken. But if you want to go first..." Aftari gives Ekaterina a slight bow and holds out a free arm in an 'after you' gesture. Seeing Ha'liday ready to follow, she will wait and go after him.
This post has potentially manipulated dice roll results.
Acrobatics: 15 Though Dr. Buddie, going last or near last, will wait and observe what happens to the others before actually deciding to jump or not.
(If those who fail don’t drop / or if their fail appears to disable trap, then jump. If characters drop unconscious and trap doesn’t appear deactivated then he’ll wait, try to destroy trap or something first…)
43 vs 60 to determine how many seconds the trap had to reset. 3 radiant damage to Hal'iday if above 60.
Ekaterina, you easily leap across the landing and land gracefully on your toes on the first step of the next flight of stairs.
Hal'iday, you're a competent athlete and normally wouldn't have any trouble to leap across the landing, but just as you jump off, your foot slips on a slightly damp spot on the stone stairs, and you land a foot short of the steps. Wincing and expecting a singing beam, you tuck and roll to get to the other side, and just as you reach the next set of stairs, the radiant beam shoots across the landing behind you. You have the smell of singed hair in your nostrils, but you weren't harmed by the trap.
Buddie, you noticed that only the undestroyed sigil fired.
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
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Religion: 7
Aftari, your first swing merely chips some of the bones, but you don't think you managed to do any real damage to them. You have more success on the other side, with the sheer blunt force of your strike shattering several of the bones and doing a lot of damage to the sigil, rendering it completely unrecognisable.
Hadar and Ekaterina, you remember only what your employer told you about this place- that it was somehow tied to an ancient lich and was housing his once used, now broken, philactery. You also remember that there seems to be a link behind this item and the finds from the ruins below Nov Ostoya, both indicating a long- dead culture with a special reverence for the sun and the dead, or maybe even undeath and necromancy. This crypt here definitely seems to ward something, which is only reinforced by the trap that Morrow just sprung.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Ekaterina ponders why the main stairway entering the tomb/mausoleum would be protected against intrusion and if perhaps there might be another way in…(not sure if there’s a roll you would like for that.)
Dr. William Buddie offers his [Tooltip Not Found] to anyone examining their digits or trying to remember the history of this place. His tone is a bit haughty but he none the less is helpful and cheerful. “Surely we can determine if the brute force method disables the traps or not,” he’ll suggest, using guidance on himself and examining the trap to try and do just that.
Arcana 10 plus the 1 Guidance just to try and figure out if magical traps broken still work or not?
The doctor will also look over Morrow, if he allows, and examine his injuries. He’ll “tsk tsk” a bit but his usual haughtiness works with his bedside manner to be more reassuring than smug. Dr. Buddie is loath to tap into his own reserve of abilities so early into what could be quite an adventure but as Morrow has been leading the way Dr. Buddie decides it is best they stay upright. As such, in addition to a bit of balm and some bandages, Cure Wounds is also applied for 6 healing…
“Do be more careful, if you would,” the doctor suggests. “There’s only so many of you to lead the way. I’d hate to lose you before we found our prize…”
Meanwhile, Shelley will take flight and explore the hallway and report back with an account of how long it is, side passages, doorways, other sigils and the like…
As Shelley flies down to the stone door, she passes two more landings just like the one that Morrow stepped on, also surrounded by sigils made from inlaid human bones in the shape of a stylized sun. As Shelley reaches the stone door, Bill Buddie is further able to make out an arcane blue glow shimmer through from the chamber beyond.
Studying the hallway, he recognises two things: The magical energy from the destroyed sigil is gone, and it seems that the landing before you is far less dangerous now, though one of the sigils is still humming with magical energy, almost as if it was recharging. Second, the sigils seem to trigger when someone steps onto the landing.
Ekaterina, given how far you had to trek to reach the crypt, it seems likely that it's best defence against intrusion is being far out of the way and not well known. A chilling thought crosses your mind: Maybe these sigils aren't here to protect against intrusion, but instead are meant to keep something inside contained...
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Ekaterina shares her thoughts with the group (see above post) then adds “What if there’s something in here still that whoever built this is trying to contain? … I wonder if we missed another entrance? Or if maybe there’s a way we could make or way around these … traps … wards?” She then looks around to see if there’s a way to bypass the landings. Either going around without stepping in a particular spot to activate them trap, or if we could perhaps jump (or fly) over the landings.
"Or we could just break them"
Laissez les bons temps rouler
“Well yes… but what if, in breaking them we unleash some terrible beast?”
"Even just awakening something could be problematic," Dr. Buddie adds. "If we can merely hop or take a long step over the future traps then I think that would be the ideal solution. We should, however, pause and examine each sigil from a distance before passing them, even with a long step. It could be foolishly unwise to assume all are trapped identically..."
"Doubtful." Morrow scoffs, "These ruins have been around for to long. Any beast we find is likely deceased...unless you lot know the Sun temples to keep undead of some sort." Still tending to his own wounds, the winged tiefling would quickly add on, "Whatever we find here is likely something that moved in after the temple's fall...or the cause of it. Maybe that lich nonsense you lot were talking about on the way here from the client's description."
"An if they are undead ima thinking it wont matter if we pass them or break them"
Laissez les bons temps rouler
“If I recall correctly, the item we are to retrieve used to belong to a Lich. So… there’s that.”
"Well I have preached caution... If the brutes in front wish to ignore my words, well that would be typical," Dr. Buddie says, mostly to himself, and shrugs.
“Well unless someone wants to destroy the other one on this landing, I think we should move on.” And with that Ekaterina will attempt to take the lead and maneuver around the landing without stepping in the same place that activated the trap in the first place, while holding her torch aloft.
Ha'liday watches Ekaterinas steps carefully and will follow if she makes it
Laissez les bons temps rouler
"I mean, I could keep hacking at it until it's all broken. But if you want to go first..." Aftari gives Ekaterina a slight bow and holds out a free arm in an 'after you' gesture. Seeing Ha'liday ready to follow, she will wait and go after him.
Acrobatics: 12
Laissez les bons temps rouler
Acrobatics: 25
Acrobatics: 15
Though Dr. Buddie, going last or near last, will wait and observe what happens to the others before actually deciding to jump or not.
(If those who fail don’t drop / or if their fail appears to disable trap, then jump. If characters drop unconscious and trap doesn’t appear deactivated then he’ll wait, try to destroy trap or something first…)
43 vs 60 to determine how many seconds the trap had to reset. 3 radiant damage to Hal'iday if above 60.
Ekaterina, you easily leap across the landing and land gracefully on your toes on the first step of the next flight of stairs.
Hal'iday, you're a competent athlete and normally wouldn't have any trouble to leap across the landing, but just as you jump off, your foot slips on a slightly damp spot on the stone stairs, and you land a foot short of the steps. Wincing and expecting a singing beam, you tuck and roll to get to the other side, and just as you reach the next set of stairs, the radiant beam shoots across the landing behind you. You have the smell of singed hair in your nostrils, but you weren't harmed by the trap.
Buddie, you noticed that only the undestroyed sigil fired.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms