Drexon lets out a big sigh, "This is getting very repetitive now".
He once again points at the closest threat and the ghostly hand appears to grasp at it.
On seeing the large creature appear only to be felled, and then the one who felled it appear, a grin spreads across his face.
"At least we may have some allies in this place, hopefully this one can be saved"
Movement: None Action: Chill Touch - To Hit: 20+6=26(crit), Damage: 8+5=13 (Necrotic) - cannot regain hit points until start of Drexon's next turn, disadvantage on attacks against Drexon until end of his next turn if target is undead
{{If it can target the one Dvark was hitting if it is still up, to allow him passed, can I do that? If that breaks the turn order or it is dead already, just the closest is fine}}
{{Karms move migjt not have been the smartest. Especially knowing that Dvark has taken some hits. If you‘d allow it Karm would move infront of Dvark to try amd shield him from the ice blast}}
{{I'll resolve it by order of post with a little liberty on which target you hit when the one you are targeting already died before your turn.}}
As if not hearing the happening behind them, the smaller creatures focus their attack on Eremoz and Dvark as the two that are closest to them. They strike at Eremoz and Dvark, and the two of you can feel something trying to confuse your mind as the creatures' sharpened limb pierces through your skin. Both of you quickly put aside the pain and confusion, retaliating with your own attack on the creatures.
Dvark, your blade slides easily through the creature's body. As the creature slumps down to the ground, unmoving, you burst toward the fallen figure. This close to them, you can see that their skin seems to be slick with perspiration and their dark green hair seems to alternate being solid and liquid once in a while. Where their legs are supposed to be, you see a trail of rich blue watery liquid that you think to be blood trailing from further inside the room.
{{Soldier 6 [DEAD].}}
The room itself looks like a typical soldier barrack. Two rows of beds are placed to the side of the room with minimalistic furniture. Within the room, you can see two slumped figures. One of them has earthen skin tone and is partially disintegrated. The other one has ashen skin tone akin to a dying ember and is slowly leaving behind a scorch impression on the floor. The scorch impression looks familiar.
Eremoz, your maul strikes at the creature that has struck you. The strength of your hit pushes it away slightly, but it is still standing strong.
Cob, seeing that one of the creature is about to strike at Dvark as he moves toward the fallen figure, you unleashes a blast of force toward it. The power of the force is enough to cause the creature to stumble, allowing Drexon to stretch his spectral hand to grasp the creature's very body. The creature slowly withers as the spectral hand squeezes it.
{{Soldier 4 [DEAD].}}
{{The only one left is the one East of Eremoz (Soldier 3). Karm, I'll allow you to change your action if you want. If not, the ice shard will kill the creature because it only has 5 HP left. However, Eremoz will have to make a Dexterity save DC 14 as he is within 5 ft. of the spell's effect.}}
Cob looks around quickly to see if there are any more of the creatures coming towards them from either direction. If he sees none he moves over o where Dvark is and keeps watch while the big orc examines the fallen legless person.
With Karm's bolt of fire, the creature slumps down mid-stride. A hole hisses on its chest from where the bolt of fire struck.
Looking around, you don't hear any more skittering footsteps or see any more creatures around you except for the fallen humanoid before Dvark.
Dvark, you get closer to the figure and can see that they are alive, but unconscious from the shock. You rouse the figure during your examination of them. They speak in a strange language you don't understand before becoming unconscious again.
Karm, when you come closer, you can hear the mumbled tail of the sentence and a vague direction further down the corridor to the north.
'--to the Pool of Rejuvenation. Hurry.' The figure says in Primordial.
Drexon, as you get closer toward the humanoid figure, you can see that they are alive. You look ahead of the room where the figure had come from and see the familiar sight of a military barrack. You are quite unsure why the sight feels so familiar despite its mostly wrecked condition. Some of the beds have been overturned to be used as makeshift barriers. Scratch marks and scorch marks cover parts of the wall and the floor. The deeper you see into the room, the more dusty and sandy the floor becomes.
On one of the beds, you can see a humanoid figure that is slowly turning into a pile of sand, slumping on the wall unmoving and unseeing. They are clutching a small box in their hand. ln the middle of the barrack, you can see a smoldering humanoid figure leaving behind a char impression on the floor. Looking at it again, some of the previous scorch marks you have passed look similar enough to the one currently being made on the floor. The skin of the smoldering figure slowly turns ashen grey before their entire body begins to turn to ash.
"No idea." says Dvark wiping his hands on a rag from his pack. "but you can ask it again in a few hours. It should be stable if it works anything like an orc."
Dvark gingerly lifts the injured water person and drapes them over his shoulder. "wanna have a look around while we wait?"
Just after hearing the creature end it's sentence Karm replies in primordial We will try to walk like the wind unsure if the creature even had time to hear him
He then replies to Dvark and Eremoz There is a place they call Pool of Rejuvenation. It asked us to get there quickly. It could be in our interest to have a look and take a breather, and at the same time there could be happening something bad if we dont go. Karm looks at his companions Do you all think you are able to continue?
Drexon moves into the barracks, a frown on his face as he contemplates the familiarity of it, without really remembering why.
Looking at the figure on the bed turning to sand, he reaches out with his mind rather than breaking the silence in the room.
”Who are you? Why are you all…dying?”, he asks trying to understand. These creatures are made of the elements, it is clear, but why they are unable to retain their form is a mystery to him.
He moves closer and looks at the box as he awaits any kind of reply.
The barrack that you are in is not the only one. You can see four more doorways along the corridor. From a brief glance, they are all barracks.
Eremoz, as you travel further down the corridor, you get to a junction. To the right, you see another corridor with two doorways on the left. Your hair and fur rise up when you are about to enter the right corridor. Your nose catches the scent of the ground after a thunderstorm in the right corridor, but not in the corridor that you came from and the corridor straight ahead. Straight ahead, the corridor continues further north and turns west into a caved-in storage room.
Drexon, you reach out to the figure and find only fragments of a mind. This only happens when the mind has died. However, you manage to get a glimpse of the last moment of the figure. You see the barrack flashing red before a couple of the large creatures that you just fought pour in through the stairs that you and your companion came from. Behind them are the smaller creatures. That's the only clear fragment you can decipher. From your understanding, the fortress was infiltrated and a massive battle occurred very recently. Your guess is maybe half an hour to an hour ago because from your experience the mind cannot retain any information about an hour after death.
You open the box and inside is a white octahedral crystal. When you touch it, it flickers on, showing an illusion of what the dead figure before you look like. They are masculine in form, but you cannot really tell whether they are a male or a female under the large crystalline armor they are wearing in the illusion. Beside them, a more slender and feminine figure stands beside them carrying a small child version of them.
Karm, you look around the barracks and discover that underneath one of the beds is another box. It is a little bit bigger than the one Drexon found. Opening it, you find a pouch containing about a pinch of orange and yellow sand. Laying beside the pouch wrapped with a woolen cloth is a ring with an obsidian pearl on it.
{{Karm doesn't know identify, but could a history or arcana check give him any idea of what he could be dealing with? Can someone explain to me why the archeologist doesn't know identify?}}
Karm will use the time he waits for his companions to sit down and cast comprehend languages but he will drop the ritual should they be ready before the spell is complete
Drexon, you fiddle with the crystal for a moment and you find that sliding your finger across a certain face of the crystal changes what the illusion is showing. There are three illusions currently stored in the crystal. One is of the family, one is a landscape of seven mountain peaks seen from rolling yellow hills, one is an aerial view of an island that is separated in five distinct colors, and the last is of the child shown in the first illusion. It seems to be an image-storing device. Intuitively, you know that it can hold eight images. Unfortunately, you are not quite sure how to operate the crystal apart from seeing the images that are stored within.
Drexon lets out a big sigh, "This is getting very repetitive now".
He once again points at the closest threat and the ghostly hand appears to grasp at it.
On seeing the large creature appear only to be felled, and then the one who felled it appear, a grin spreads across his face.
"At least we may have some allies in this place, hopefully this one can be saved"
Movement: None
Action: Chill Touch - To Hit: 20+6=26(crit), Damage: 8+5=13 (Necrotic) - cannot regain hit points until start of Drexon's next turn, disadvantage on attacks against Drexon until end of his next turn if target is undead
{{If it can target the one Dvark was hitting if it is still up, to allow him passed, can I do that? If that breaks the turn order or it is dead already, just the closest is fine}}
{{Karms move migjt not have been the smartest. Especially knowing that Dvark has taken some hits. If you‘d allow it Karm would move infront of Dvark to try amd shield him from the ice blast}}
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
{{I'll resolve it by order of post with a little liberty on which target you hit when the one you are targeting already died before your turn.}}
As if not hearing the happening behind them, the smaller creatures focus their attack on Eremoz and Dvark as the two that are closest to them. They strike at Eremoz and Dvark, and the two of you can feel something trying to confuse your mind as the creatures' sharpened limb pierces through your skin. Both of you quickly put aside the pain and confusion, retaliating with your own attack on the creatures.
Dvark, your blade slides easily through the creature's body. As the creature slumps down to the ground, unmoving, you burst toward the fallen figure. This close to them, you can see that their skin seems to be slick with perspiration and their dark green hair seems to alternate being solid and liquid once in a while. Where their legs are supposed to be, you see a trail of rich blue watery liquid that you think to be blood trailing from further inside the room.
{{Soldier 6 [DEAD].}}
The room itself looks like a typical soldier barrack. Two rows of beds are placed to the side of the room with minimalistic furniture. Within the room, you can see two slumped figures. One of them has earthen skin tone and is partially disintegrated. The other one has ashen skin tone akin to a dying ember and is slowly leaving behind a scorch impression on the floor. The scorch impression looks familiar.
Eremoz, your maul strikes at the creature that has struck you. The strength of your hit pushes it away slightly, but it is still standing strong.
Cob, seeing that one of the creature is about to strike at Dvark as he moves toward the fallen figure, you unleashes a blast of force toward it. The power of the force is enough to cause the creature to stumble, allowing Drexon to stretch his spectral hand to grasp the creature's very body. The creature slowly withers as the spectral hand squeezes it.
{{Soldier 4 [DEAD].}}
{{The only one left is the one East of Eremoz (Soldier 3). Karm, I'll allow you to change your action if you want. If not, the ice shard will kill the creature because it only has 5 HP left. However, Eremoz will have to make a Dexterity save DC 14 as he is within 5 ft. of the spell's effect.}}
After Karm resolves his action Dvark casts spare dying on the water person and then does a medicine check if we are out of combat.
Medicine:8
"how are we all doing over there?" Dvark calls to the group glancing up from his work. "I need to patch any of you up after I'm done over here?"
Yeah, karm would fire bolt in that case, so it might live this turn.
Attack: 21 for 6 fire damage
additional damage for the crit: 3
attack and damage changed. Was a crit for 3 and 10 damage
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Cob looks around quickly to see if there are any more of the creatures coming towards them from either direction. If he sees none he moves over o where Dvark is and keeps watch while the big orc examines the fallen legless person.
Drexon climbs down once the last enemy is taken care of.
”I am ok myself”, he says, knowing that others hadn’t been so fortunate.
He approaches Dvark and the body.
”Is it alive?”, he asks.
All the while he remains vigilant for other threats.
Perception: 14+5=19
Im good here. But i think you yourself could use a bandage or two.
He walks over.
Need help?
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
With Karm's bolt of fire, the creature slumps down mid-stride. A hole hisses on its chest from where the bolt of fire struck.
Looking around, you don't hear any more skittering footsteps or see any more creatures around you except for the fallen humanoid before Dvark.
Dvark, you get closer to the figure and can see that they are alive, but unconscious from the shock. You rouse the figure during your examination of them. They speak in a strange language you don't understand before becoming unconscious again.
Karm, when you come closer, you can hear the mumbled tail of the sentence and a vague direction further down the corridor to the north.
'--to the Pool of Rejuvenation. Hurry.' The figure says in Primordial.
Drexon, as you get closer toward the humanoid figure, you can see that they are alive. You look ahead of the room where the figure had come from and see the familiar sight of a military barrack. You are quite unsure why the sight feels so familiar despite its mostly wrecked condition. Some of the beds have been overturned to be used as makeshift barriers. Scratch marks and scorch marks cover parts of the wall and the floor. The deeper you see into the room, the more dusty and sandy the floor becomes.
On one of the beds, you can see a humanoid figure that is slowly turning into a pile of sand, slumping on the wall unmoving and unseeing. They are clutching a small box in their hand. ln the middle of the barrack, you can see a smoldering humanoid figure leaving behind a char impression on the floor. Looking at it again, some of the previous scorch marks you have passed look similar enough to the one currently being made on the floor. The skin of the smoldering figure slowly turns ashen grey before their entire body begins to turn to ash.
Eremoz takes a few deep breaths and puts his maul away. He picks up his Handaxe and joins his friends.
“What did that thing say?”
"No idea." says Dvark wiping his hands on a rag from his pack. "but you can ask it again in a few hours. It should be stable if it works anything like an orc."
Dvark gingerly lifts the injured water person and drapes them over his shoulder. "wanna have a look around while we wait?"
Just after hearing the creature end it's sentence Karm replies in primordial We will try to walk like the wind unsure if the creature even had time to hear him
He then replies to Dvark and Eremoz There is a place they call Pool of Rejuvenation. It asked us to get there quickly. It could be in our interest to have a look and take a breather, and at the same time there could be happening something bad if we dont go. Karm looks at his companions Do you all think you are able to continue?
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Drexon moves into the barracks, a frown on his face as he contemplates the familiarity of it, without really remembering why.
Looking at the figure on the bed turning to sand, he reaches out with his mind rather than breaking the silence in the room.
”Who are you? Why are you all…dying?”, he asks trying to understand. These creatures are made of the elements, it is clear, but why they are unable to retain their form is a mystery to him.
He moves closer and looks at the box as he awaits any kind of reply.
“I’ll go ahead and try to find the pool.”
Eremoz heads North glancing in the rooms in hopes of finding a pool of some sort.
Perception: 16
Keep your guard up! calls Karm after him.
I told the primordial that we would hurry. But all the haste is no good if we are not prepared. I'll have a quick look around.
Investigation: 7
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
The barrack that you are in is not the only one. You can see four more doorways along the corridor. From a brief glance, they are all barracks.
Eremoz, as you travel further down the corridor, you get to a junction. To the right, you see another corridor with two doorways on the left. Your hair and fur rise up when you are about to enter the right corridor. Your nose catches the scent of the ground after a thunderstorm in the right corridor, but not in the corridor that you came from and the corridor straight ahead. Straight ahead, the corridor continues further north and turns west into a caved-in storage room.
Drexon, you reach out to the figure and find only fragments of a mind. This only happens when the mind has died. However, you manage to get a glimpse of the last moment of the figure. You see the barrack flashing red before a couple of the large creatures that you just fought pour in through the stairs that you and your companion came from. Behind them are the smaller creatures. That's the only clear fragment you can decipher. From your understanding, the fortress was infiltrated and a massive battle occurred very recently. Your guess is maybe half an hour to an hour ago because from your experience the mind cannot retain any information about an hour after death.
You open the box and inside is a white octahedral crystal. When you touch it, it flickers on, showing an illusion of what the dead figure before you look like. They are masculine in form, but you cannot really tell whether they are a male or a female under the large crystalline armor they are wearing in the illusion. Beside them, a more slender and feminine figure stands beside them carrying a small child version of them.
{{Drexon, make an Arcana check.}}
Karm, you look around the barracks and discover that underneath one of the beds is another box. It is a little bit bigger than the one Drexon found. Opening it, you find a pouch containing about a pinch of orange and yellow sand. Laying beside the pouch wrapped with a woolen cloth is a ring with an obsidian pearl on it.
Drexon regards the white octahedral crystal, whispering under his breath in Deep Speech as he often does to help guide him to answers.
Realising the others are moving on, he calls out to them.
"Be there in a moment".
Arcana (with Guidance): 10+4+2=16
{{Karm doesn't know identify, but could a history or arcana check give him any idea of what he could be dealing with? Can someone explain to me why the archeologist doesn't know identify?}}
Karm will use the time he waits for his companions to sit down and cast comprehend languages but he will drop the ritual should they be ready before the spell is complete
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Drexon, you fiddle with the crystal for a moment and you find that sliding your finger across a certain face of the crystal changes what the illusion is showing. There are three illusions currently stored in the crystal. One is of the family, one is a landscape of seven mountain peaks seen from rolling yellow hills, one is an aerial view of an island that is separated in five distinct colors, and the last is of the child shown in the first illusion. It seems to be an image-storing device. Intuitively, you know that it can hold eight images. Unfortunately, you are not quite sure how to operate the crystal apart from seeing the images that are stored within.
{{Karm, make an Arcana check for me.}}