This post has potentially manipulated dice roll results.
"Oooh~ Good idea. In fact, if you can make extra copies then even better. Mind the green room though. Not sure what happened in there, but something tells me its all cleared up just yet."Obsben replied. Assuming the rest of the party are also in agreement, she continues into the central chamber intending to post up by the doorway leading to the exit. Salty Bottom is also recalled to her side, if only to keep the rascal out of trouble.
(@Lerus: Not sure if a check will be needed for attempting to assemble the keys together during the short rest. But if so, here's a general intelligence check below. Jack of all trades has been applied, but if she might be able to use something like investigation, feel free to add the entire prof. bonus.)
Key Assembly: 23.(23)
True to her words, the bard would tell the tale of Claptrap the Mighty, who she describes as a strange mechanical being with one eye, petite little wings, and luscious lips used to charm his would be adversaries when his spear, an oversized pen, or wit could not otherwise overcome the dangers of a stranger realm they found themselves on! He, together at one point with the Boggle Knight she mentioned in another tale, once even faced 'The Collector'; a less cruel beholder than most of its kin, but with an obsession with collecting powerful knights!
(OOC: Even if the key assembly wouldn't take as long, assuming everyone is alright with taking a bit of extra time to short rest then they can add the below 'Story of Rest' healing... and unless interrupted after the hour, she would get distracted telling a different story for another 10 minutes or so for Inspiring Leadership, granting everyone (except Spernik) 13 temp hp!)
Song of Rest(to everyone): 1.(1) SR Healing(2): 13. (13)
With the lightning show now over, CRAP agrees that their next step probably involves some quiet puzzle time and decide that they might as well take at least a full hour to rest properly. Obsben multitasks by playing with the sensory keys for a while and simultaneously sharing more of her tales, some more kid-friendly than others.
Seeing an opportunity to fulfill another request by the Lord Sage, Utar and Graxx busy themselves with parchment paper and charcoal. They map out the areas they have seen of this underground temple, take rubbings of the relief-decorated doors dedicated to Tiamat, and sketch the trap rooms to the smallest details given the amount of time they have at hand (without entering the green room, as suggested by the halfling.) They even take a closer look at the dead swolbolds and zombie druids, taking notes on their form and curious features in case the Lord Sage can use that information as well. Graxx and Utar, along with Neya if she is willing to help, have more than enough library-provided materials to make several copies of everything. It is busy work, but one that is easy enough on the body that their wounds begin their natural healing process.
While walking around and taking notes, the group notices that the east-bound door of the rectangular room (mess hall where you fought the druids) is now open. This door was closed before, and was the one Obsben had inspected in passing on her way to the door leading to the circular room (double doors leading east in rows {BC/BD} in the map below).
MAP:
Obby eventually figures out the key puzzle. It was not too complex to begin with, but she had to connect the pieces at specific spots and angles before turning and sliding them into their proper place. After all four pieces lock into place, they form a seamless piece of multi-colored metal. The wizard then shows everyone the resulting, large, four-part key. The bit and wards from a cross of sorts (or perhaps more of a plus-sign), while the completed bow is wrought in the shape of one of many holy symbols associated with Tiamat: a spiral of five dragon claws.
Spernik mumbles for a good portion of this resting period, seemingly excited about the completion of the key.
(OOC: You may all roll Hit Dice and complete a Short Rest. Don't forget to add the extra 1 HP from the Song/Story of Rest, as well as the 13 temp HP for the Inspiring Leader speech after the rest.)
Once the matter of the open door gets mentioned, Obsben snaps her fingers and giggles a bit. "Right, right~ That's where those winged guys came from, if I remembered correctly. Might not be a bad idea to do a little explore'n 'fore we commit to this big 'ol door -- JUST in case we missed anything, yea?" Obsben suggests in her own cheery way, wagging the newly pieced together key in hand. "Buuut up to you all. We gotta map this place out more anyhow."
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
"I have no issue with a thorough exploration of this temple," Neya begins. "Spernik is bound and his me are no more. If his word is to be believed, nobody else knows where this place is. Who knows what else lies in wait in the other rooms?"
This post has potentially manipulated dice roll results.
Short Rest Dice: 27
"I feel like if we leave now this will be a missed opportunity."
Graxx grins a bit.
"This would be a journey on our own as has been said... No one knows what lies inside. Whatever we find would be ours!" Graxx says as he grips his axe.
Graxx looks in the direction of the big door.
"Artifacts of glory could be awaiting us!" says Graxx once more.
Despite the enticement of the open door, or whatever danger it may offer and come surprise CRAP from behind, the team is sure to finish patching their wounds before doing any more explorations. They even stay their proverbial blades for another ten or so minutes to give Obsben the chance to finish her latest tale.
SHORT REST
Obsben recovers 14 HP and gets 13 temp HP. SB also refreshes his13 temp HP.
Once all is done --including the mapping, rubbing, drawing, and note-taking-- Utar expressed his unwillingness to move past the red door before making sure no threat will sneak on them from behind. This suggestion matches with Obsben's and Neya's own thoughts on the matter, and so the group decides to explore the east path first. Graxx is even excited to see what CRAP's near-first-mover-advantage may reveal.
Spernik is left in the circular room, still bound and gagged, and his own wounds (minor bangs and bruises) seem to have started healing as well.
Utar leads the way and pushes the doors open the rest of the way. A 10ft-wide, 10ft-deep passageway leads into another circular chamber. It is large, perhaps some 40 feet in diameter with a 20ft-high ceiling. Within the space of this room, a 10ft-wide ledge surrounds a pool of dark water in the center of the room. The water obscures how deep the pool may be. Obsben's renewed casting of the light cantrip falls upon the walls, allowing you to discover that they are decorated with charred and blackened bones.
"Curious. Could this be those be the remains of those that failed some trial? Or perhaps were blessed by flames?" Obsben absent-mindedly commented before the groaning of Spernik drew her attention back outside the chamber. "Hmm~ Now what is he up to?"Looking back up to the trio, the halfling apologetically smiled and start to say something, only to gasp and turn sharply to Salty Bottom.
One mental conversation later and her recently re-lit up dagger is handed off to the flying monkey. Then once he had a proper torch lit, Salty gives the group one final salute before fluttering off, presumably to keep watch on Spernik. "That should do. Now for those bones."She said as she wandered off a bit a ways to study the bones, seeking at first to try and determine if magic or flames or some combination of the two were responsible for their condition. And then afterwards, to see if some perhaps ritualistic patterned had been made out of them as non-invasively as possible.
This post has potentially manipulated dice roll results.
This door had been closed. Why was it now open? Given how bloodthirsty the traps in here had been, Utar suspected that this place has another surprise up it's sleeve and he was fairly sure he wasn't going to like it.
Catching Spernik's groaning, Utar caught himself about to roll his eyes and paused.
"I'm going to check on Spernik. Won't be but a moment."
Stepping out into the room, Utar heads back to check on Spernik, keeping a careful watch lest something be lying in wait.
This post has potentially manipulated dice roll results.
"While the walls are concerning, that pool is what's grabbing most of my attention," Neya says. She tries to determine if the pool is anything more than stale water.
Fascinated by the walls of this second circular room, Obsben takes the opportunity to examine them closely. Graxx joins her and, after exchanging some thoughts, they arrive at some plausible conclusion. First, the charring on the bones seems to be associated with the burning of corpses. It is easy to imagine that the druids of the Circle of the Scale burned their dead and interred what was left, namely their bones, here. Graxx sees nothing that would lead him to believe that the bones on the wall are not either from humanoids or standard animals. There are a few lizard skeletons here, as well as snakes, perhaps due to the reptilian's anatomy reminding the druids of the dragons they venerated. Obby's analyses of the patterns on the wall suggest that they are mostly decorative, though something stills feels a bit off. Surely those druids did not rise in undeath out of nothing and, so far, this wall looks like the most plausible culprit. If so, however, its exact magical workings escape Obby.
Upon hearing Spernik in the distance, Obsben and Utar have a similar reaction. That half-orc goes back to check on their prisoner, and SB is ordered to fly off with the source of light to help. Still hog-tied, Spernik speaks his mind once his gag is lowered momentarily: "Your rope is chaffing my wrist and ankles. Would you do something about it? Perhaps tie me differently so I can at least walk? If you are exploring, let me go with you! I know more of this place than any of you. I want to see what it has to offer too, and my knowledge can be of help. What do you say?"
Back in the other room, Neya approaches the central pool. Dipping her finger into it and then scooping some water with her hand, the human warrior finds that the source of water seems naturally-occurring. Though stagnant and slightly brackish, the water is sufficiently potable. That said, there is something still wrong with the water here. Before Neya can put her finger on it, her sixth-sense warns her that danger is approaching. She takes a step back as an enormous rotten husk emerges from the pool. Water splashes in all directions as a giant undead constrictor snake bares its fangs at CRAP. A swolbold's hand and forearm are still lodged in between some of the creature's fierce fangs.
"Mm~ Nope. As the one half-orc told me once 'That's a no for me dawg'."Obsben declared pointing at the snake, before proceeding somewhat painfully dig the same finger beneath some bandages to get a bit of blood on them. "Onz. Swei. Trie!" She intones, flicking her fingers in the snake's direction. Despite the distance, whatever magic woven into her words would see the blood splatter across the snake, infecting it in a way with the enchantment. At which point the creature would at least start to see things as if the whole world became glitched as time itself as stuttered and skipped at times.
Anything moving only seeming to make things worse. Though regardless of success or failure in trying to ensorcell the creature, that hadn't stopped Obsben from weaving her way past the legs of taller folk as needed in her mad rush to the door! "Ohh Utaar~ A bit of trouble in here!"She'd call out as well if none of the others hadn't by the time she reached her destination.
Action: Cast (1st level)Glitch on Zombie Snake. Charisma Save(DC 16) or suffer ongoing spell penalties.
Movement: To BD-30(risking AoO).
Future Reaction(Obsben): If any AoO Attack roll would be between 14 and 18, casting (1st level)Shield. If higher than that, using Chronal Shift instead to force a re-roll.
This post has potentially manipulated dice roll results.
Neya reactivity draws her long blade and swipes it twice across the body of the undead serpent. Before the foe can react to the blade, two unarmed attacks land on its rotten skin. (Znake takes 46 slashing and bludgeoning damage.)
Holding a torch in one hand, Obsben uses the other to flick some of her own blood at the undead creature. The spell fails to take effect, and the lightling runs toward the exit screaming for Utar. She sees the enemy snapping at her:
"Oooh~ Good idea. In fact, if you can make extra copies then even better. Mind the green room though. Not sure what happened in there, but something tells me its all cleared up just yet." Obsben replied. Assuming the rest of the party are also in agreement, she continues into the central chamber intending to post up by the doorway leading to the exit. Salty Bottom is also recalled to her side, if only to keep the rascal out of trouble.
(@Lerus: Not sure if a check will be needed for attempting to assemble the keys together during the short rest. But if so, here's a general intelligence check below. Jack of all trades has been applied, but if she might be able to use something like investigation, feel free to add the entire prof. bonus.)
Key Assembly: 23.(23)
True to her words, the bard would tell the tale of Claptrap the Mighty, who she describes as a strange mechanical being with one eye, petite little wings, and luscious lips used to charm his would be adversaries when his spear, an oversized pen, or wit could not otherwise overcome the dangers of a stranger realm they found themselves on! He, together at one point with the Boggle Knight she mentioned in another tale, once even faced 'The Collector'; a less cruel beholder than most of its kin, but with an obsession with collecting powerful knights!
(OOC: Even if the key assembly wouldn't take as long, assuming everyone is alright with taking a bit of extra time to short rest then they can add the below 'Story of Rest' healing... and unless interrupted after the hour, she would get distracted telling a different story for another 10 minutes or so for Inspiring Leadership, granting everyone (except Spernik) 13 temp hp!)
Song of Rest(to everyone): 1.(1)
SR Healing(2): 13. (13)
When you realize you're doing too much: Signature.
With the lightning show now over, CRAP agrees that their next step probably involves some quiet puzzle time and decide that they might as well take at least a full hour to rest properly. Obsben multitasks by playing with the sensory keys for a while and simultaneously sharing more of her tales, some more kid-friendly than others.
Seeing an opportunity to fulfill another request by the Lord Sage, Utar and Graxx busy themselves with parchment paper and charcoal. They map out the areas they have seen of this underground temple, take rubbings of the relief-decorated doors dedicated to Tiamat, and sketch the trap rooms to the smallest details given the amount of time they have at hand (without entering the green room, as suggested by the halfling.) They even take a closer look at the dead swolbolds and zombie druids, taking notes on their form and curious features in case the Lord Sage can use that information as well. Graxx and Utar, along with Neya if she is willing to help, have more than enough library-provided materials to make several copies of everything. It is busy work, but one that is easy enough on the body that their wounds begin their natural healing process.
While walking around and taking notes, the group notices that the east-bound door of the rectangular room (mess hall where you fought the druids) is now open. This door was closed before, and was the one Obsben had inspected in passing on her way to the door leading to the circular room (double doors leading east in rows {BC/BD} in the map below).
MAP:
Obby eventually figures out the key puzzle. It was not too complex to begin with, but she had to connect the pieces at specific spots and angles before turning and sliding them into their proper place. After all four pieces lock into place, they form a seamless piece of multi-colored metal. The wizard then shows everyone the resulting, large, four-part key. The bit and wards from a cross of sorts (or perhaps more of a plus-sign), while the completed bow is wrought in the shape of one of many holy symbols associated with Tiamat: a spiral of five dragon claws.
Spernik mumbles for a good portion of this resting period, seemingly excited about the completion of the key.
(OOC: You may all roll Hit Dice and complete a Short Rest. Don't forget to add the extra 1 HP from the Song/Story of Rest, as well as the 13 temp HP for the Inspiring Leader speech after the rest.)
Once the matter of the open door gets mentioned, Obsben snaps her fingers and giggles a bit. "Right, right~ That's where those winged guys came from, if I remembered correctly. Might not be a bad idea to do a little explore'n 'fore we commit to this big 'ol door -- JUST in case we missed anything, yea?" Obsben suggests in her own cheery way, wagging the newly pieced together key in hand. "Buuut up to you all. We gotta map this place out more anyhow."
When you realize you're doing too much: Signature.
"Hmmm I'd rather not have little surprises emerge to try and bite us later. Best look into it now."
Opting to leave Spernik where he is for now, Utar raises his shield, readies Lightbringer and heads off to the now opened door.
"I have no issue with a thorough exploration of this temple," Neya begins. "Spernik is bound and his me are no more. If his word is to be believed, nobody else knows where this place is. Who knows what else lies in wait in the other rooms?"
Extended Signature
Short Rest Dice: 27
"I feel like if we leave now this will be a missed opportunity."
Graxx grins a bit.
"This would be a journey on our own as has been said... No one knows what lies inside. Whatever we find would be ours!" Graxx says as he grips his axe.
Graxx looks in the direction of the big door.
"Artifacts of glory could be awaiting us!" says Graxx once more.
(Adding Temporary and Story HP to sheet as well).
Despite the enticement of the open door, or whatever danger it may offer and come surprise CRAP from behind, the team is sure to finish patching their wounds before doing any more explorations. They even stay their proverbial blades for another ten or so minutes to give Obsben the chance to finish her latest tale.
Once all is done --including the mapping, rubbing, drawing, and note-taking-- Utar expressed his unwillingness to move past the red door before making sure no threat will sneak on them from behind. This suggestion matches with Obsben's and Neya's own thoughts on the matter, and so the group decides to explore the east path first. Graxx is even excited to see what CRAP's near-first-mover-advantage may reveal.
Spernik is left in the circular room, still bound and gagged, and his own wounds (minor bangs and bruises) seem to have started healing as well.
Utar leads the way and pushes the doors open the rest of the way. A 10ft-wide, 10ft-deep passageway leads into another circular chamber. It is large, perhaps some 40 feet in diameter with a 20ft-high ceiling. Within the space of this room, a 10ft-wide ledge surrounds a pool of dark water in the center of the room. The water obscures how deep the pool may be. Obsben's renewed casting of the light cantrip falls upon the walls, allowing you to discover that they are decorated with charred and blackened bones.
Back in the other room, Spernik groans loudly.
"Curious. Could this be those be the remains of those that failed some trial? Or perhaps were blessed by flames?" Obsben absent-mindedly commented before the groaning of Spernik drew her attention back outside the chamber. "Hmm~ Now what is he up to?" Looking back up to the trio, the halfling apologetically smiled and start to say something, only to gasp and turn sharply to Salty Bottom.
One mental conversation later and her recently re-lit up dagger is handed off to the flying monkey. Then once he had a proper torch lit, Salty gives the group one final salute before fluttering off, presumably to keep watch on Spernik. "That should do. Now for those bones." She said as she wandered off a bit a ways to study the bones, seeking at first to try and determine if magic or flames or some combination of the two were responsible for their condition. And then afterwards, to see if some perhaps ritualistic patterned had been made out of them as non-invasively as possible.
Medicine: 13.
Arcana?: 14.
When you realize you're doing too much: Signature.
This door had been closed. Why was it now open? Given how bloodthirsty the traps in here had been, Utar suspected that this place has another surprise up it's sleeve and he was fairly sure he wasn't going to like it.
Catching Spernik's groaning, Utar caught himself about to roll his eyes and paused.
"I'm going to check on Spernik. Won't be but a moment."
Stepping out into the room, Utar heads back to check on Spernik, keeping a careful watch lest something be lying in wait.
Perception - 25
"While the walls are concerning, that pool is what's grabbing most of my attention," Neya says. She tries to determine if the pool is anything more than stale water.
Perception: 20
Extended Signature
"These bones indeed.." says Graxx as he approaches the bones with Obsben.
While Obsben determines the cause of the death of the bones Graxx wants to examine the bones if they are humanoid, dragon, or a mixture.
Medicine: 17
Fascinated by the walls of this second circular room, Obsben takes the opportunity to examine them closely. Graxx joins her and, after exchanging some thoughts, they arrive at some plausible conclusion. First, the charring on the bones seems to be associated with the burning of corpses. It is easy to imagine that the druids of the Circle of the Scale burned their dead and interred what was left, namely their bones, here. Graxx sees nothing that would lead him to believe that the bones on the wall are not either from humanoids or standard animals. There are a few lizard skeletons here, as well as snakes, perhaps due to the reptilian's anatomy reminding the druids of the dragons they venerated. Obby's analyses of the patterns on the wall suggest that they are mostly decorative, though something stills feels a bit off. Surely those druids did not rise in undeath out of nothing and, so far, this wall looks like the most plausible culprit. If so, however, its exact magical workings escape Obby.
Upon hearing Spernik in the distance, Obsben and Utar have a similar reaction. That half-orc goes back to check on their prisoner, and SB is ordered to fly off with the source of light to help. Still hog-tied, Spernik speaks his mind once his gag is lowered momentarily: "Your rope is chaffing my wrist and ankles. Would you do something about it? Perhaps tie me differently so I can at least walk? If you are exploring, let me go with you! I know more of this place than any of you. I want to see what it has to offer too, and my knowledge can be of help. What do you say?"
Back in the other room, Neya approaches the central pool. Dipping her finger into it and then scooping some water with her hand, the human warrior finds that the source of water seems naturally-occurring. Though stagnant and slightly brackish, the water is sufficiently potable. That said, there is something still wrong with the water here. Before Neya can put her finger on it, her sixth-sense warns her that danger is approaching. She takes a step back as an enormous rotten husk emerges from the pool. Water splashes in all directions as a giant undead constrictor snake bares its fangs at CRAP. A swolbold's hand and forearm are still lodged in between some of the creature's fierce fangs.
ROLLING INITIATIVE
-> I forgot to give Utar advantage, here's a second roll: 4
(Neya, Obsben, and Graxx may take their turns.
There is no light source in this room, so Obby can't see much.)"Mm~ Nope. As the one half-orc told me once 'That's a no for me dawg'." Obsben declared pointing at the snake, before proceeding somewhat painfully dig the same finger beneath some bandages to get a bit of blood on them. "Onz. Swei. Trie!" She intones, flicking her fingers in the snake's direction. Despite the distance, whatever magic woven into her words would see the blood splatter across the snake, infecting it in a way with the enchantment. At which point the creature would at least start to see things as if the whole world became glitched as time itself as stuttered and skipped at times.
Anything moving only seeming to make things worse. Though regardless of success or failure in trying to ensorcell the creature, that hadn't stopped Obsben from weaving her way past the legs of taller folk as needed in her mad rush to the door! "Ohh Utaar~ A bit of trouble in here!" She'd call out as well if none of the others hadn't by the time she reached her destination.
Action: Cast (1st level)Glitch on Zombie Snake. Charisma Save(DC 16) or suffer ongoing spell penalties.
Movement: To BD-30(risking AoO).
Future Reaction(Obsben): If any AoO Attack roll would be between 14 and 18, casting (1st level)Shield. If higher than that, using Chronal Shift instead to force a re-roll.
When you realize you're doing too much: Signature.
Neya draws her sword upon the large znake emerging, "Why is there so much magic of undeath around here?"
She makes a number of strikes against the rotting serpent, mostly to probe for weaknesses in it scales.
Longsword (2-handed) Attack: 19 Damage: 6
Extra Longsword (2-handed) Attack: 18 Damage: 12
Bonus
(1 ki point for flurry of blows)
FoB 1 Attack: 11 Damage: 9
FoB 2 Attack: 10 Damage: 8
Extended Signature
DM's Screen:
CHA save {DC 16}: 10
(@Drache: Znake is such a good name for it!)
Neya reactivity draws her long blade and swipes it twice across the body of the undead serpent. Before the foe can react to the blade, two unarmed attacks land on its rotten skin. (Znake takes 46 slashing and bludgeoning damage.)
Holding a torch in one hand, Obsben uses the other to flick some of her own blood at the undead creature. The spell fails to take effect, and the lightling runs toward the exit screaming for Utar. She sees the enemy snapping at her:
-> Bite vs. Obsben: Attack: 13 Damage: 19
-> If attack hits, Obsben makes a CON saving throw {DC 15}: 4 against additional damage: 9
(OOC: Obsben's turn continues in the next post.)
Obsben pays the price for running as the serpent dislodges its fangs from the halfling.That image fades away as if it was an inllusion:
-> Obsben Chronal Shift reaction: opportunity attack re-roll: 11
(OOC: Obsben's turn continues in the next post.)