OOC: Was GWM and Reckless forgot to post that it was happening.
CRITICAL EFFECT: When you roll a critical hit with this weapon, the weapon itself manifests a momentary circle of spectral axe-blades that sweep around you immediately after the attack. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 3 force damage, akin to the Sword Burst cantrip. The damage from this additional effect is not doubled along with the critical weapon damage. The DC for the DEX saving throw is determined by the following formula: {8 + proficiency modifier(4) + CON modifier(5)}= 17!
Obsben then moves out of the chamber, hoping to give Neya the darkness she needs to teleport away. The halfling even apologizes to Graxx, not knowing that the man has long addressed his human eyes' shortcomings. Despite Obsben's best intentions, she remembers after moving that a second source of light still prevents Neya from easily popping away from trouble.
It matters little, however. Even though he misses his first attack, Graxx's second one severs the undead reptile into two separate lengths. A burst of spectral blades makes sure the job is done, but at the cost of nicking Utar as well. (Utar takes 3 force damage; Znake takes 33 magical slashing, radiant, and force damage and is DEFEATED.)
A portion of the snake falls back into the pool while another slumps over the edge.
WE ARE NOW OUT OF INITIATIVE. YOU MAY DO AS YOU WILL.
"I don't know about anyone else, but I definitely think we need to find out what lies behind the other door. Hopefully nothing so vile as this, but I'd still rather not see us be ambushed again."
Checking himself for damage and realising he's fine, Utar quickly turns his attention to his companions.
"How are we all feeling? Anyone in need of healing?"
(OOC - Utar has four first level slots left that could be used in any combination by Obsben and Neya. Let me know how many each character wants to use then roll 1d8+4 for the hp restored per spell slot.)
It's just as Utar finishes asking his question that Obsben peeks her head around the corner with a pained smile. "Healing you say? Hmm~" She then steps fully around the corner and looks to the still pretty sizeable bite wound in her side. "Maybe just a little."She admits, and readily stood by to recieve just that. A little. Enough to at least staunch the bleeding, if nothing else.
--> Taking Taking at least one 1st level cure wounds: 10.
Any attempt to offer more is lightly rejected with a shake of her head and a, "Can't be too greedy now. Or else the Gibblegob might show up." With that out of the way, she'd spare a glance towards the final chamber, and then to the unexplored door on the left. "Hmn~ And I agree, by the way. Let's not leave one stone unturned. But after which, I wouldn't mind spending the day going over our friends note and camping out 'fore seeing what's behind the final door. That way at least I have a little to prepare for whatever might be behind it."
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
"I have a few cracked ribs. But, otherwise I'll be fine taking a small amount to alleviate the pain," Neya accepts.
Taking a 1st-leverl spell slot of cure wounds: 7
"Seems there is more to than just the secret beyond the door that's a mystery in this place. There is also a matter of all of this magic animating the dead. Where is it coming from?"
Graxx walks up and looks at the snake and gives a curious look.
”So did a bunch of Druids have a giant pet snake? Then something came through and killed everyone. Then brought them back from the dead to protect this place?”
Graxx shakes his head vigorously.
”I don’t know. Doesn’t matter. We can face anything this place throws at us.”
Graxx looks over his body.
”I’m still feeling pretty good and can continue.”
Graxx then takes a precaution and will close his eyes.
”Tempus show me if any more fiends lurk close by.”
Graxx will cast DIVINE SENSE!
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
The group seems even more convinced now that they should not run the risk of letting some nasty creature sneak on them from behind. Utar is the first to voice this opinion, which is well received by the other CRAPers. The Tormite then offers some healing spells to his companions, which are promptly accepted by the ladies in the group. (Obsben recovers 10 HP; Neya recovers 6 HP.)
The fact that undead creatures have risen within this temple continues to bother both Neya and Graxx, though that mystery remains unsolved for now. Perhaps they'll find answers to the west. That said, Graxx begins his spiritual investigation right here in the crypt chamber. Although he does not detect the wicked stench of any other undead creatures nearby, it is clear to him that this crypt has been magically desecrated. A slow-building, unholy essence seeps through the many bones interred in the walls in this circular room. Who knows how long the corpses of these druids and their pet must have lain here before this foul essence gained control over their corpses? There certainly is more to this mystery.
After some magical patching, the party moves to the door to the west. Like the double door that led to the crypt, the double doors leading west are made of simple wood. Unlike those others, these are bound in rusted iron. Though faded with time, it is still obvious that the planks of the doors were once brightly painted in the five colors of chromatic dragons. Pushing the doors open, the party faces a 60-foot-long, 10-foot-wide hallway. Each of the walls of this hallway is lined with five regularly-spaced doors of semi-rotted wood. The hallway ends in another set of double doors, one of which rotted free from its hinges long ago. There are a number of stone shelves carved into the walls, the contents of which, despite the centuries of dust, are still tidily arranged.
(OOC: There is a total on 10 single doors along this hallway and one set of double doors at the end of it. Let me know which ones you'd like to explore.)
Peering down the corridor, Utar makes some assumptions about what lies down it.
"Do we think these were rooms of the druids? Imagine there might be a few more beyond what's left of those double doors given how many we put down in the main room. At least these rooms seem too small to hold a giant undead snake, right?"
Utar attempts to chuckle at his own joke, realises it is most likely too soon and takes out Lightbringer and readjusts his shield, he looks to the other CRAPpers and in a more somber voice sets out two potential routes forward. "Take it room by room, one at a time? Maybe enter into a speed round? Pick a door and fling it open?"
"Hard to say. Speculation is all we have right now. With what we've seen so far, I'm beginning to wonder if merely controlling dragons was their only goal," Neya says, then shudders.
"Hold on..." She says with dawning realization, "Could it be possible? Turning a dragon undead, I mean."
"Setting that unsettling thought aside. Yes, let's take a peek into that last door before we go to the locked chamber. If we see any more zombies, we wedge it closed and move on. Provided I don't get trapped in another hug like that."
"... Unless the giant undead snake was a druid who turned into a giant snake and then kicked the bucket in some magical way."Obsben piped up with nonchalantly. "Or maybe it was a special dragon of some kind? I heard a long time ago that there was something call a Lindaworm or.. something like that. And that they were like dragons, but not? More snakey at least." She shrugged.
"But yea, let's go see. And by us and mean you guys, 'cause I'm still a little sore."She admits, rubbing her side. "But, I'll be right behind you of course. And we should leave no door un, uhmmmmm looked at it? ... yea, that works."On that note, Obsben hustled her way behind whoever was to be at the tail end of the group.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
"I will take the lead to go in first in case something goes wrong. There are many things that seem to plague this place. This does make sense that it could be sleeping area for all those druids we saw."
Graxx will lead the group into the last door Neya is speaking of.
(OOC: It sounds to me like half of you want to look into each room while the other half is voting to go straight to the door at the end of the hallway. Keeping with the "no stones unturned" approach previously mentioned, I'll go with the former.)
The group discusses their next move and seem to disagree a bit. Even more questions pop up in their minds while they talk it out and, in the end, they decide to check each room to see if they can find any answers. Graxx takes the lead, Obsben the caboose. Some of the hallway doors are closed, others are ajar, but Graxx cares not; each one is kicked in turn. Neya and Utar take turns entering the rooms to have a quick look about before moving to the next. This way, they quickly check each of the dozen 10ft-by-10ft dorm-like rooms in this area (I mistakenly said ten in my previous post).
Room 1: This room is mostly empty. Its main feature is the rotted wooden frame of a single-sized bed.
Room 2: You find a faded, embroidered robe hanging on a peg. The robe is a beautifully sewn garment in each of the five colors of chromatic dragons.The robe crumbles upon being touched.
Room 3: You find the rotted remains of a double bed.
Room 4: This room houses the frames of what was once a simple dresser. Nothing can be found inside.
Room 5: Another dresser destroyed by time can be found here. A disassembled drawer contains several embroidered robes neatly folded away (like the ones in room 2 but in better condition.)
Room 6: Another dresser in ruins. The clothes inside have not fared well apart from a few better made items.
Room 7: You find more furniture in ruins but also a pouch with 7 electrum pieces inside.
Room 8: The remains of a double bed. The long rotted mattress left behind 12 electrum pieces.
Room 9: This is another room containing space for two occupants.
Room 10: A lock-less box has survived the test of time but personal effects inside it have not, save for a handful of coins (5 electrum pieces.)
Room 11: There is a total of 6 electrum pieces scattered around the floor of this room.
Room 12: This room is completely empty.
The overall conclusion is this: although time has taken its toll on the contents of the rooms, you can tell that they were once neat and organized. There is little of use in these rooms that is still functional. Wooden objects have rotted away to nothing and any other goods are kaput to the point of crumbling to dust at the faintest touch. The few exceptions were five of the embroidered robes, some ancient-looking coins, and the lock-less box that house a few of these such coins.
Before CRAP moves to the double-doors at the end of the hallway, they consider if any of their recent findings could have any meaning beyond the mundane.
(OOC: Pausing here before moving on to give you a chance to react to what you found in these 12 rooms.)
Looking over one of the better preserved robes, Utar does a little wondering aloud, picking up on Neya's and Obsben's points from earlier.
"We've fought plenty of undead stuff. A zombie druid in the form of a giant snake is a new one, but zombies are practically everyday occurrences for us now. That undead snake, druid or not, is just the latest in the list of stuff that would give a Kelemvorite nightmares, remember that undead thing that Keefe, Torm guide his soul, set us on underneath that crypt? I'd say there's a pretty strong chance that at least part of the Cult of the Dragon is trying to create an undead dragon. That necromancer underneath the Kelemvorite catacombs and their deal with the Thayans is evidence enough that they're trying it at least."
Utar pauses, taking in the five, five coloured robes, "Best take these, at worst, maybe the Lord Sage gets a new bathrobe, but I think we maybe need these once we put those keys together."
Religion - 29 Is Utar's guess right, do the robes have some kind of significance?
Graxx steps into room 12 and stands in the entryway.
"Curious..." Graxx says aloud.
Graxx enters the room.
"Why would a room just be empty? Not used for storage or anything."
Graxx shakes his head.
"No, there has to be something more to this room"
Graxx will take run his hand around the floors and the walls to see if he can feel an indention or something that would lead to something being hidden.
Once the first couple creaking open of doors failed to yield any unexpected undead attacks, the sole halfling of the group took it once more upon herself to take notes on the various rooms in short hand. Her little heart appears to break a little seeing the one robe disintergatrate at any prodding from the others. Yet she dutifully followed along after the others, wiping a single tear over the unfortunate loss.
Once the group began finding coin however, she perks up right quick, and would happily set aside her notetaking duties if noone else took care of such along the way. She makes a point as well to take the lock-less box to almost absently study its design and quality during the home stretch. Even if nothing in particular stands out to her in the end, that wouldn't stop her from packing it away to take back with them.
"Hmm~ They might be a bit small for him. But then again, most people of means tend to be on the eccentric side."She commented in response to Utar. Then following Graxx' own commentary she adds casually from the entryway of room #12 soon after, "Maybe~ Don't forget the floors too, Graxx. 'cause I wouldn't put it past them to bury any juicy secrets... though, I suppose this could've been a storage room that got, like, stolen from before."
Ultimately, once everyone had their go at the rooms and seemed ready to move on for the double doors, Obsben ducks into the empty room intending peek around and keep an eye on the proceedings from what she believed to be relative safety.
Although Utar is not performing any type of augury, he knows deep inside his heart that his line of thought is more accurate than he would like it to be. There is simply too much evidence around this theory for it not to be hitting pretty close to the truth, the Tormite just knows it. As for the robes, his best understanding of the situation is this: In the off chance these undead druids still keep the slightest fleck of their old memories, there is a chance they may recognize the robes and assume the wearers belong to their ranks. It is a long shot; most zombies are not known for being rational. At a minimum, wearing them should not hurt CRAP's chances of fully exploring this underground temple.
Graxx and Obsben take pause at seeing the last room. Graxx goes down on all fours and begins looking closely at the ground. All he finds are residues of old belongings long rotted away. There is little here for him to draw any conclusions on.
The party then exchanges a few looks and nods and prepares to explore beyond the double doors at the end of the hallway. This 30ft-by-20ft room was likely used as a kitchen, if the stone fire pit and countertops inside are any indication. The room is dry and dusty except for a few patches of wet stone on the floor. At first glance, nothing of use or value remains in this kitchen, as the wooden furniture and cooking utensils have clearly rotted long ago and any pottery has since cracked. You notice a lack of metal utensils or pots in the kitchen. There is a closed door on the wall opposite of the double doors.
This post has potentially manipulated dice roll results.
Poking around the kitchen, Utar takes particular care to examine the wet patches on the floor. What made them? Where did the water come from if the inhabitants of this place has long since passed on, however temporary it was.
OOC: Was GWM and Reckless forgot to post that it was happening.
CRITICAL EFFECT: When you roll a critical hit with this weapon, the weapon itself manifests a momentary circle of spectral axe-blades that sweep around you immediately after the attack. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 3 force damage, akin to the Sword Burst cantrip. The damage from this additional effect is not doubled along with the critical weapon damage. The DC for the DEX saving throw is determined by the following formula: {8 + proficiency modifier(4) + CON modifier(5)}= 17!
DM's Screen:
WIS save {DC 16}: 15
Neya sees an opportunity to slip out of the snake's grasp but fails to find the needed leverage.
DM's Screen:
DEX save {DC 17}: 4
-> Utar's DEX saving throw {DC 17}: 7
Obsben once again magically insults the undead snake, causing it to slow almost permanently. (Znake takes 5 psychic damage.)
Obsben then moves out of the chamber, hoping to give Neya the darkness she needs to teleport away. The halfling even apologizes to Graxx, not knowing that the man has long addressed his human eyes' shortcomings. Despite Obsben's best intentions, she remembers after moving that a second source of light still prevents Neya from easily popping away from trouble.
It matters little, however. Even though he misses his first attack, Graxx's second one severs the undead reptile into two separate lengths. A burst of spectral blades makes sure the job is done, but at the cost of nicking Utar as well. (Utar takes 3 force damage; Znake takes 33 magical slashing, radiant, and force damage and is DEFEATED.)
A portion of the snake falls back into the pool while another slumps over the edge.
WE ARE NOW OUT OF INITIATIVE. YOU MAY DO AS YOU WILL.
"I don't know about anyone else, but I definitely think we need to find out what lies behind the other door. Hopefully nothing so vile as this, but I'd still rather not see us be ambushed again."
Checking himself for damage and realising he's fine, Utar quickly turns his attention to his companions.
"How are we all feeling? Anyone in need of healing?"
(OOC - Utar has four first level slots left that could be used in any combination by Obsben and Neya. Let me know how many each character wants to use then roll 1d8+4 for the hp restored per spell slot.)
It's just as Utar finishes asking his question that Obsben peeks her head around the corner with a pained smile. "Healing you say? Hmm~" She then steps fully around the corner and looks to the still pretty sizeable bite wound in her side. "Maybe just a little." She admits, and readily stood by to recieve just that. A little. Enough to at least staunch the bleeding, if nothing else.
--> Taking Taking at least one 1st level cure wounds: 10.
Any attempt to offer more is lightly rejected with a shake of her head and a, "Can't be too greedy now. Or else the Gibblegob might show up." With that out of the way, she'd spare a glance towards the final chamber, and then to the unexplored door on the left. "Hmn~ And I agree, by the way. Let's not leave one stone unturned. But after which, I wouldn't mind spending the day going over our friends note and camping out 'fore seeing what's behind the final door. That way at least I have a little to prepare for whatever might be behind it."
When you realize you're doing too much: Signature.
"I have a few cracked ribs. But, otherwise I'll be fine taking a small amount to alleviate the pain," Neya accepts.
Taking a 1st-leverl spell slot of cure wounds: 7
"Seems there is more to than just the secret beyond the door that's a mystery in this place. There is also a matter of all of this magic animating the dead. Where is it coming from?"
Extended Signature
Graxx walks up and looks at the snake and gives a curious look.
”So did a bunch of Druids have a giant pet snake? Then something came through and killed everyone. Then brought them back from the dead to protect this place?”
Graxx shakes his head vigorously.
”I don’t know. Doesn’t matter. We can face anything this place throws at us.”
Graxx looks over his body.
”I’m still feeling pretty good and can continue.”
Graxx then takes a precaution and will close his eyes.
”Tempus show me if any more fiends lurk close by.”
Graxx will cast DIVINE SENSE!
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
The group seems even more convinced now that they should not run the risk of letting some nasty creature sneak on them from behind. Utar is the first to voice this opinion, which is well received by the other CRAPers. The Tormite then offers some healing spells to his companions, which are promptly accepted by the ladies in the group. (Obsben recovers 10 HP; Neya recovers 6 HP.)
The fact that undead creatures have risen within this temple continues to bother both Neya and Graxx, though that mystery remains unsolved for now. Perhaps they'll find answers to the west. That said, Graxx begins his spiritual investigation right here in the crypt chamber. Although he does not detect the wicked stench of any other undead creatures nearby, it is clear to him that this crypt has been magically desecrated. A slow-building, unholy essence seeps through the many bones interred in the walls in this circular room. Who knows how long the corpses of these druids and their pet must have lain here before this foul essence gained control over their corpses? There certainly is more to this mystery.
After some magical patching, the party moves to the door to the west. Like the double door that led to the crypt, the double doors leading west are made of simple wood. Unlike those others, these are bound in rusted iron. Though faded with time, it is still obvious that the planks of the doors were once brightly painted in the five colors of chromatic dragons. Pushing the doors open, the party faces a 60-foot-long, 10-foot-wide hallway. Each of the walls of this hallway is lined with five regularly-spaced doors of semi-rotted wood. The hallway ends in another set of double doors, one of which rotted free from its hinges long ago. There are a number of stone shelves carved into the walls, the contents of which, despite the centuries of dust, are still tidily arranged.
(OOC: There is a total on 10 single doors along this hallway and one set of double doors at the end of it. Let me know which ones you'd like to explore.)
Peering down the corridor, Utar makes some assumptions about what lies down it.
"Do we think these were rooms of the druids? Imagine there might be a few more beyond what's left of those double doors given how many we put down in the main room. At least these rooms seem too small to hold a giant undead snake, right?"
Utar attempts to chuckle at his own joke, realises it is most likely too soon and takes out Lightbringer and readjusts his shield, he looks to the other CRAPpers and in a more somber voice sets out two potential routes forward. "Take it room by room, one at a time? Maybe enter into a speed round? Pick a door and fling it open?"
"Hard to say. Speculation is all we have right now. With what we've seen so far, I'm beginning to wonder if merely controlling dragons was their only goal," Neya says, then shudders.
"Hold on..." She says with dawning realization, "Could it be possible? Turning a dragon undead, I mean."
"Setting that unsettling thought aside. Yes, let's take a peek into that last door before we go to the locked chamber. If we see any more zombies, we wedge it closed and move on. Provided I don't get trapped in another hug like that."
Extended Signature
"... Unless the giant undead snake was a druid who turned into a giant snake and then kicked the bucket in some magical way." Obsben piped up with nonchalantly. "Or maybe it was a special dragon of some kind? I heard a long time ago that there was something call a Lindaworm or.. something like that. And that they were like dragons, but not? More snakey at least." She shrugged.
"But yea, let's go see. And by us and mean you guys, 'cause I'm still a little sore." She admits, rubbing her side. "But, I'll be right behind you of course. And we should leave no door un, uhmmmmm looked at it? ... yea, that works." On that note, Obsben hustled her way behind whoever was to be at the tail end of the group.
When you realize you're doing too much: Signature.
Graxx nods in agreement.
"I will take the lead to go in first in case something goes wrong. There are many things that seem to plague this place. This does make sense that it could be sleeping area for all those druids we saw."
Graxx will lead the group into the last door Neya is speaking of.
(OOC: It sounds to me like half of you want to look into each room while the other half is voting to go straight to the door at the end of the hallway. Keeping with the "no stones unturned" approach previously mentioned, I'll go with the former.)
The group discusses their next move and seem to disagree a bit. Even more questions pop up in their minds while they talk it out and, in the end, they decide to check each room to see if they can find any answers. Graxx takes the lead, Obsben the caboose. Some of the hallway doors are closed, others are ajar, but Graxx cares not; each one is kicked in turn. Neya and Utar take turns entering the rooms to have a quick look about before moving to the next. This way, they quickly check each of the dozen 10ft-by-10ft dorm-like rooms in this area (I mistakenly said ten in my previous post).
The overall conclusion is this: although time has taken its toll on the contents of the rooms, you can tell that they were once neat and organized. There is little of use in these rooms that is still functional. Wooden objects have rotted away to nothing and any other goods are kaput to the point of crumbling to dust at the faintest touch. The few exceptions were five of the embroidered robes, some ancient-looking coins, and the lock-less box that house a few of these such coins.
Before CRAP moves to the double-doors at the end of the hallway, they consider if any of their recent findings could have any meaning beyond the mundane.
(OOC: Pausing here before moving on to give you a chance to react to what you found in these 12 rooms.)
Looking over one of the better preserved robes, Utar does a little wondering aloud, picking up on Neya's and Obsben's points from earlier.
"We've fought plenty of undead stuff. A zombie druid in the form of a giant snake is a new one, but zombies are practically everyday occurrences for us now. That undead snake, druid or not, is just the latest in the list of stuff that would give a Kelemvorite nightmares, remember that undead thing that Keefe, Torm guide his soul, set us on underneath that crypt? I'd say there's a pretty strong chance that at least part of the Cult of the Dragon is trying to create an undead dragon. That necromancer underneath the Kelemvorite catacombs and their deal with the Thayans is evidence enough that they're trying it at least."
Utar pauses, taking in the five, five coloured robes, "Best take these, at worst, maybe the Lord Sage gets a new bathrobe, but I think we maybe need these once we put those keys together."
Religion - 29 Is Utar's guess right, do the robes have some kind of significance?
Graxx steps into room 12 and stands in the entryway.
"Curious..." Graxx says aloud.
Graxx enters the room.
"Why would a room just be empty? Not used for storage or anything."
Graxx shakes his head.
"No, there has to be something more to this room"
Graxx will take run his hand around the floors and the walls to see if he can feel an indention or something that would lead to something being hidden.
Investigation: 5
Once the first couple creaking open of doors failed to yield any unexpected undead attacks, the sole halfling of the group took it once more upon herself to take notes on the various rooms in short hand. Her little heart appears to break a little seeing the one robe disintergatrate at any prodding from the others. Yet she dutifully followed along after the others, wiping a single tear over the unfortunate loss.
Once the group began finding coin however, she perks up right quick, and would happily set aside her notetaking duties if noone else took care of such along the way. She makes a point as well to take the lock-less box to almost absently study its design and quality during the home stretch. Even if nothing in particular stands out to her in the end, that wouldn't stop her from packing it away to take back with them.
"Hmm~ They might be a bit small for him. But then again, most people of means tend to be on the eccentric side." She commented in response to Utar. Then following Graxx' own commentary she adds casually from the entryway of room #12 soon after, "Maybe~ Don't forget the floors too, Graxx. 'cause I wouldn't put it past them to bury any juicy secrets... though, I suppose this could've been a storage room that got, like, stolen from before."
Ultimately, once everyone had their go at the rooms and seemed ready to move on for the double doors, Obsben ducks into the empty room intending peek around and keep an eye on the proceedings from what she believed to be relative safety.
When you realize you're doing too much: Signature.
Although Utar is not performing any type of augury, he knows deep inside his heart that his line of thought is more accurate than he would like it to be. There is simply too much evidence around this theory for it not to be hitting pretty close to the truth, the Tormite just knows it. As for the robes, his best understanding of the situation is this: In the off chance these undead druids still keep the slightest fleck of their old memories, there is a chance they may recognize the robes and assume the wearers belong to their ranks. It is a long shot; most zombies are not known for being rational. At a minimum, wearing them should not hurt CRAP's chances of fully exploring this underground temple.
Graxx and Obsben take pause at seeing the last room. Graxx goes down on all fours and begins looking closely at the ground. All he finds are residues of old belongings long rotted away. There is little here for him to draw any conclusions on.
The party then exchanges a few looks and nods and prepares to explore beyond the double doors at the end of the hallway. This 30ft-by-20ft room was likely used as a kitchen, if the stone fire pit and countertops inside are any indication. The room is dry and dusty except for a few patches of wet stone on the floor. At first glance, nothing of use or value remains in this kitchen, as the wooden furniture and cooking utensils have clearly rotted long ago and any pottery has since cracked. You notice a lack of metal utensils or pots in the kitchen. There is a closed door on the wall opposite of the double doors.
Poking around the kitchen, Utar takes particular care to examine the wet patches on the floor. What made them? Where did the water come from if the inhabitants of this place has long since passed on, however temporary it was.
Investigation - 10
"I think anything in this place might be as deadly as that undead snake if you were foolish enough to eat it."
Graxx along the edge of the wall of the kitchen.
"Oh if only these walls could talk. What stories I'm sure were shared in this eating area.."
Graxx looks to Utar.
"With that snake being present I would think we are in areas no Swolbold has been before. There may be new traps that await us."
Graxx will approach the closed door on the opposite wall and place his ear to it to see if anything can be detected.
Perception: 11