Javier, against the back wall you see an outline of runes in an arching manner. You cannot make out what they say. You scribble this down in your journal and make a drawing of the scene.
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A wizard is never late, nor is he early, he arrives precisely when he means to.
Salamir wanders into the room for a look around. He doesn't expect to recognise or understand the runes but simply takes a look around for anything else that the others had missed.
"An odd room, hidden away with just this urn in it. It surely must have some significance", he says making sure not to get too close the central pedestal or touch the urn itself.
Perception: 10 (Passive 17 - Original roll 10 in case it messes up with this edit).
This post has potentially manipulated dice roll results.
Belkaria follows Salamir into the room, noting the stark difference of the undisturbed area versus where they had been before. As Javier is taking down the runes, she tries herself at understanding what they might be
Arcana 20
Then heads over to the urn and checks it over, making sure not to touch it either. Seeing if the pedestal has anything peculiar about it as well.
Belkaria, similarly you notice no significant magical aura around the pedestal or urn( to truly know you would need something such as detect magic), but you do notice the back wall and the runes there as well. But there is a difference, you speak the secret language of druids. You can tell that these runes are Druidic in nature, and you can translate. You learn that this is the burial chamber for a great elf ranger. The writing on the wall tells the tale of the ranger Fivin Brevian, leader of the Shadow Guardians.
On the wall it says : “This is the shrine and final resting place of the ranger Fivin Brevian, defender, wanderer, and protector of the good peoples in the western free lands. May the people never forget the leader of The Shadow Guardians.”
On the side of the urn, you see the name Fivin Brevian.
On the back wall, you are able to read the writing and make out the runes. It says : “Here are the gifts of Fivin, choose well and they are yours.”
The runes in clockwise fashion starting from the bottom left say, “Hero, Earth, Ranger, Forest, Guardian.”
Belkaria translates what she finds to the rest of the group, and heads to the back wall to try and make more sense of the runes. "What do you think it means by choose well and they are yours? Choose what? The runes? Or am I missing something?"
Javier takes down the translation and closes his book, pacing as he thinks for a minute. "Hmm well, his final resting place, we must be respectful then yes? I think there's a reward to be found here, logically, I think there are probably more than one.. any clues on how we choose though? Three of the runes seem to directly describe them no? He was a ranger, thus a hunter and a Guardian for both the wilds and civilized people's. I'd hypothesize that these descriptors also impact the reward or, we have to prioritize them in some way to gain one reward"
He inspects the runes further to see if there are any switches or buttons (Investigation: 18 also can I roll a History check to see if I know anything else about him that might be helpful? If so: 16 )
Javier, you know that this appears to be a sacred Druidic burial place. There is likely some magic at play here, but nothing that you’ve been able to sort out or elucidate yet. You know that runes can frequently be the focal point of warding magics, from the words you can gather that something might be held here, some tool or object, but beyond that you can’t tell what. You find no other switches or buttons in the room. You feel that this might be a puzzle for you to solve, that the famous Fivin Brevian may be reaching out to you through time, to tell you something and help you, but you can’t quite sort it out yet.
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A wizard is never late, nor is he early, he arrives precisely when he means to.
Javier will relay the above information to the group. “Perhaps more clues are to be found elsewhere in the mines? Unless anyone has any ideas. I’m assuming there’s also a trap involved if we do this wrong.”
Hlin walks to the runes "I am willing to touch a rune to see what happens. Well Fivin was a ranger so I will try touching the rune for ranger. Everyone stand back"
Once everyone stands back she touches the rune for ranger
"No need to be hasty." Garth shifts on his feet, eventually clearing his throat and speaking. "This place is a sacred refuge. Whoever messes with it should be a fellow Ranger or a Druid." He glances around at his companions then adds, "At least that what i think."
Garth asks Belakira to repeat the words, then says slowly "... 'ranger ... defender ... wanderer, and protector ... the western free lands' and the symbols forHunter, Earth, Ranger, Forest, Guardian."
"Both druids and rangers like tales..." he says, with a glance at Belakira. "I wonder if the order matters."
With a smile at Hlin he nods, "Though I fancy myself a hunter, that would make 'ranger' the first."
"Shall I try that?" he asks Belakira, "...or do you want to?"
(( If Belakira agrees, then he waits for everyone to leave the room before approaching and touching the 'ranger' rune ))
Belkaria continues to study the wall as her friends discuss the next course of action. She isn't sure if touching them will make a difference, but may as well start somewhere. "I do agree that it makes sense for a ranger to touch the rune that states ranger, but are you talking about touching the bottom left one that says hunter or the top one that says ranger? Because if you're technically a ranger, then I'm thinking you should touch that one. But I am going to stay here while you do it, see if anything makes sense for me to do as well." and she waits to see what Garth is going to do.
This post has potentially manipulated dice roll results.
Salamir wanders back to the doorway, a look of consternation on his face. It seems like such a leap of logic, as if they are missing a part of the puzzle.
He watches the room as Garth touches the Ranger rune, not at all sure what he expects to happen, but keen to spot any changes.
Perception: 18 (Once again passive 17, original roll 10)
Garth readies himself and touches the upper “Ranger” rune and nothing happens. The rune is slightly warm to touch, compared to the surrounding wall. You come away with a feeling that there is something here, you just don’t know what yet.
Salamir is frustrated and walks to the opening, the secret door that Garth uncovered. He turns around and takes in the scene again. It is a fairly symmetric room, with runes and Druidic language on the wall, and the 5 runes as arranged on the back wall. There is a pedestal in the center of the room and an urn on it capped with a lid, there is a name on the urn, FivinBrevian. As Garth touches the rune, you notice that nothing else changes.
Feeling slightly relieved, Garth tries tracing out the rune then, if nothing happens, he touches the hunter rune. Once again, if nothing changes, he glances at his companions before trying the others.
This post has potentially manipulated dice roll results.
"Well, if this doesn't involve the runes, then what about the urn?", Salamir says walking forwards to look at it.
"I do not want to disrupt the ashes of this person, but maybe we have to manipulate the urn in some way, like twisting it", he says thinking aloud, looking for any marks on the pedestal where the urn sits, or marks on the floor that show the pedestal could be twisted or moved.
Investigation:15 (passive 11)
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Javier, against the back wall you see an outline of runes in an arching manner. You cannot make out what they say. You scribble this down in your journal and make a drawing of the scene.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Salamir wanders into the room for a look around. He doesn't expect to recognise or understand the runes but simply takes a look around for anything else that the others had missed.
"An odd room, hidden away with just this urn in it. It surely must have some significance", he says making sure not to get too close the central pedestal or touch the urn itself.
Perception: 10 (Passive 17 - Original roll 10 in case it messes up with this edit).
Belkaria follows Salamir into the room, noting the stark difference of the undisturbed area versus where they had been before. As Javier is taking down the runes, she tries herself at understanding what they might be
Arcana 20
Then heads over to the urn and checks it over, making sure not to touch it either. Seeing if the pedestal has anything peculiar about it as well.
Belkaria, similarly you notice no significant magical aura around the pedestal or urn( to truly know you would need something such as detect magic), but you do notice the back wall and the runes there as well. But there is a difference, you speak the secret language of druids. You can tell that these runes are Druidic in nature, and you can translate. You learn that this is the burial chamber for a great elf ranger. The writing on the wall tells the tale of the ranger Fivin Brevian, leader of the Shadow Guardians.
On the wall it says : “This is the shrine and final resting place of the ranger Fivin Brevian, defender, wanderer, and protector of the good peoples in the western free lands. May the people never forget the leader of The Shadow Guardians.”
On the side of the urn, you see the name Fivin Brevian.
On the back wall, you are able to read the writing and make out the runes. It says : “Here are the gifts of Fivin, choose well and they are yours.”
The runes in clockwise fashion starting from the bottom left say, “Hero, Earth, Ranger, Forest, Guardian.”
A wizard is never late, nor is he early, he arrives precisely when he means to.
Belkaria translates what she finds to the rest of the group, and heads to the back wall to try and make more sense of the runes. "What do you think it means by choose well and they are yours? Choose what? The runes? Or am I missing something?"
Javier takes down the translation and closes his book, pacing as he thinks for a minute. "Hmm well, his final resting place, we must be respectful then yes? I think there's a reward to be found here, logically, I think there are probably more than one.. any clues on how we choose though? Three of the runes seem to directly describe them no? He was a ranger, thus a hunter and a Guardian for both the wilds and civilized people's. I'd hypothesize that these descriptors also impact the reward or, we have to prioritize them in some way to gain one reward"
He inspects the runes further to see if there are any switches or buttons (Investigation: 18 also can I roll a History check to see if I know anything else about him that might be helpful? If so: 16 )
Javier, you know that this appears to be a sacred Druidic burial place. There is likely some magic at play here, but nothing that you’ve been able to sort out or elucidate yet. You know that runes can frequently be the focal point of warding magics, from the words you can gather that something might be held here, some tool or object, but beyond that you can’t tell what. You find no other switches or buttons in the room. You feel that this might be a puzzle for you to solve, that the famous Fivin Brevian may be reaching out to you through time, to tell you something and help you, but you can’t quite sort it out yet.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Javier will relay the above information to the group. “Perhaps more clues are to be found elsewhere in the mines? Unless anyone has any ideas. I’m assuming there’s also a trap involved if we do this wrong.”
Salamir simply shakes his head. “I have to confess that I do not see the solution if this is indeed some kind of riddle or puzzle”.
“Maybe you are right and there is more to find. Do we dare touch the runes to see what happens?”
Hlin walks to the runes "I am willing to touch a rune to see what happens. Well Fivin was a ranger so I will try touching the rune for ranger. Everyone stand back"
Once everyone stands back she touches the rune for ranger
"No need to be hasty." Garth shifts on his feet, eventually clearing his throat and speaking. "This place is a sacred refuge. Whoever messes with it should be a fellow Ranger or a Druid." He glances around at his companions then adds, "At least that what i think."
Hlin pauses an inch away from touching the rune "Alright I well stand back and let others try"
Garth asks Belakira to repeat the words, then says slowly "... 'ranger ... defender ... wanderer, and protector ... the western free lands' and the symbols for Hunter, Earth, Ranger, Forest, Guardian."
"Both druids and rangers like tales..." he says, with a glance at Belakira. "I wonder if the order matters."
With a smile at Hlin he nods, "Though I fancy myself a hunter, that would make 'ranger' the first."
"Shall I try that?" he asks Belakira, "...or do you want to?"
(( If Belakira agrees, then he waits for everyone to leave the room before approaching and touching the 'ranger' rune ))
Belkaria continues to study the wall as her friends discuss the next course of action. She isn't sure if touching them will make a difference, but may as well start somewhere. "I do agree that it makes sense for a ranger to touch the rune that states ranger, but are you talking about touching the bottom left one that says hunter or the top one that says ranger? Because if you're technically a ranger, then I'm thinking you should touch that one. But I am going to stay here while you do it, see if anything makes sense for me to do as well." and she waits to see what Garth is going to do.
Garth puts his bow over his shoulder, rwsdies htheis shield and then touches the Ranger rune...
Salamir wanders back to the doorway, a look of consternation on his face. It seems like such a leap of logic, as if they are missing a part of the puzzle.
He watches the room as Garth touches the Ranger rune, not at all sure what he expects to happen, but keen to spot any changes.
Perception: 18 (Once again passive 17, original roll 10)
Garth readies himself and touches the upper “Ranger” rune and nothing happens. The rune is slightly warm to touch, compared to the surrounding wall. You come away with a feeling that there is something here, you just don’t know what yet.
Salamir is frustrated and walks to the opening, the secret door that Garth uncovered. He turns around and takes in the scene again. It is a fairly symmetric room, with runes and Druidic language on the wall, and the 5 runes as arranged on the back wall. There is a pedestal in the center of the room and an urn on it capped with a lid, there is a name on the urn, Fivin Brevian. As Garth touches the rune, you notice that nothing else changes.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Feeling slightly relieved, Garth tries tracing out the rune then, if nothing happens, he touches the hunter rune. Once again, if nothing changes, he glances at his companions before trying the others.
Garth touches the Ranger rune, then the Hero rune, and nothing happens.
((Retcon, sorry, edited above post. The rune starting bottom left does not say Hunter. It is the Druidic rune for Hero instead. Apologies!))
A wizard is never late, nor is he early, he arrives precisely when he means to.
"Well, if this doesn't involve the runes, then what about the urn?", Salamir says walking forwards to look at it.
"I do not want to disrupt the ashes of this person, but maybe we have to manipulate the urn in some way, like twisting it", he says thinking aloud, looking for any marks on the pedestal where the urn sits, or marks on the floor that show the pedestal could be twisted or moved.
Investigation: 15 (passive 11)