The temple is smoothly hewn from solid rock. The following features are common throughout:
Ceilings. Ceilings throughout are 10 feet high and flat.
Doors. All doors are made of carved stone with stone pins for hinges. Secret doors blend in with the surrounding stonework. Finding a secret door requires a search of the wall and a successful DC 15 Wisdom (Perception) check. [ I will allow Investigation checks, too. ]
Dust and Debris. The temple is choked with dusty rubble. Rubble-filled squares are difficult terrain (see the Basic Rules).
Light. There are no light sources in the temple.
Nigel [ Assuming you inform Dazlyn and Norbus of your findings and ask for their aid. ]
Dazlyn and Norbus exchange a wary glance as Nigel recounts the unsettling discoveries within the temple dedicated to Abbathor, the Great Master of Greed. Their expressions darken at the mention of skeletal cultist corpses and symbols of the malevolent deity, a stark reminder of the dangers lurking within the depths of the ruins.
"Hmph, foul business, that," Norbus grumbles, his tone laced with disdain as he casts a disdainful glance towards the temple entrance. "No good ever comes from meddling with the likes o' Abbathor."
Dazlyn's jaw tightens as he absorbs Nigel's words, a flicker of concern crossing his features. "Aye, It'd be best tae steer clear o' that cursed place," he mutters, his voice tinged with unease. "But if there's treasure tae be found amidst the rubble, ye can count on us tae lend a hand."
Though they may harbor misgivings about the sinister presence of Abbathor, the allure of potential riches proves too tempting to resist. With a shared sense of determination, Dazlyn and Norbus stand ready to assist Nigel and the party in their quest for wealth, even as the specter of the malevolent deity looms ominously in the background.
Would Nigel have mentioned to them the gems they found?
The agreement was the they would reward the party with two Sending Stones after they cleared the dungeon of any monsters.
As the echoes of the day's labor and the deeper implications of their findings fill the air, Willow's presence remains a soothing counterpoint to the group's mounting concerns. She listens intently to Drako's assurance and Nigel's exchange with the dwarves, her eyes reflecting a deep empathy for the weight of history that burdens the stones around them.
Standing beside Drako as the debris begins to clear, Willow offers a supportive nod. "It's wise to make use of the night here,"she reaffirms gently, her voice a calm amidst the stirrings of unease. "With the aid of our dwarven friends, our efforts tonight could reveal more than just hidden passages. Perhaps, even some answers to the shadows that linger in this place."
Turning her attention to the reluctant Nigel and the forthcoming labor, she adds, "Nigel, your diligence in seeking knowledgeable help is commendable. It ensures that every hand is where it can be most effective."Her words aim to bolster his spirits, recognizing the practicality of his approach without dwelling on his evident aversion to the dirt and toil.
As the discussion of potential treasure arises, Willow's expression softens with concern. "Let us proceed with caution,"she advises the group, her gaze sweeping over the ancient ruins. "The allure of wealth is strong, but we must remember the lessons these walls teach about greed and its costs. Our safety and respect for the past must guide us."
Willow then steps closer to the dwarves, offering a small, reassuring smile. "Dazlyn, Norbus, your experience here is invaluable, and your willingness to confront this place's dark history is truly brave. Thank you for standing with us."
As the group prepares for the night's work and the potential dangers ahead, Willow readies herself to provide healing and support, ensuring that her light remains a steadfast beacon as they delve deeper into the mysteries of the ruins.
Willow then steps closer to the dwarves, offering a small, reassuring smile. "Dazlyn, Norbus, your experience here is invaluable, and your willingness to confront this place's dark history is truly brave. Thank you for standing with us."
Dazlyn and Norbus exchange a brief glance, their expressions softened by Willow's words of gratitude.
Dazlyn nods solemnly, a hint of appreciation glimmering in his eyes as he meets Willow's gaze. "Thank ye, lass," he replies gruffly, his voice tinged with a note of respect. "T'is nae often we find ourselves in such company, but we'll do what we can tae aid ye in yer endeavors."
Norbus grunts in agreement, his demeanor less guarded as he regards Willow with a nod of approval. "Aye, ye've got a kind heart, lass," he remarks, a grudging admiration evident in his tone. "We'll stick by the lot of ye, through thick and thin."
Though they try to maintain a stoic facade, there's a flicker of camaraderie in the dwarves' responses, a silent acknowledgment of the bond forged through shared adversity.
The temple is smoothly hewn from solid rock. The following features are common throughout:
Ceilings. Ceilings throughout are 10 feet high and flat.
Doors. All doors are made of carved stone with stone pins for hinges. Secret doors blend in with the surrounding stonework. Finding a secret door requires a search of the wall and a successful DC 15 Wisdom (Perception) check. [ I will allow Investigation checks, too. ]
Dust and Debris. The temple is choked with dusty rubble. Rubble-filled squares are difficult terrain (see the Basic Rules).
Light. There are no light sources in the temple.
Nigel [ Assuming you inform Dazlyn and Norbus of your findings and ask for their aid. ]
Dazlyn and Norbus exchange a wary glance as Nigel recounts the unsettling discoveries within the temple dedicated to Abbathor, the Great Master of Greed. Their expressions darken at the mention of skeletal cultist corpses and symbols of the malevolent deity, a stark reminder of the dangers lurking within the depths of the ruins.
"Hmph, foul business, that," Norbus grumbles, his tone laced with disdain as he casts a disdainful glance towards the temple entrance. "No good ever comes from meddling with the likes o' Abbathor."
Dazlyn's jaw tightens as he absorbs Nigel's words, a flicker of concern crossing his features. "Aye, It'd be best tae steer clear o' that cursed place," he mutters, his voice tinged with unease. "But if there's treasure tae be found amidst the rubble, ye can count on us tae lend a hand."
Though they may harbor misgivings about the sinister presence of Abbathor, the allure of potential riches proves too tempting to resist. With a shared sense of determination, Dazlyn and Norbus stand ready to assist Nigel and the party in their quest for wealth, even as the specter of the malevolent deity looms ominously in the background.
Would Nigel have mentioned to them the gems they found?
The agreement was the they would reward the party with two Sending Stones after they cleared the dungeon of any monsters.
Never one to miss an opportunity to demonstrate his knowledge, Nigel enthusiastically informs Norbus and Dazlyn in dwarvish of every aspect of their sweep of the ruins. He will describe in detail the location and amounts of gems discovered. He will provide insight in the daggers origin and any ritualistic uses. He will show off his maps and promise to give equal credit to the archeologists should he publish his work at Candlekeep Library.
Nigel will turn over any items in his possession, (I believe he has the dagger.) and collect the stones.
Nigel takes the pair back to the others.
(No need to reply. Just wanted to fill in the gaps.)
Drako listens as Willow speaks, "Indeed. Truth be told I'm not sure which answers I desire. Is it better if the cause of the ancient collapse was natural or divine? I do not know. I have to wonder your thoughts on that."
[[ you mentioned it'd be ~8-9 when the rubble was cleared ]]
"Sun must have set by now, no doubt." says Drako. "If we want to head out first thing tomorrow it may be desired to head down there now. Though," he yawns, "if there's more down there it may be quite a fight we're in for. I'm half-tempted to see if we can do some light scouting for knowledge and then hold this as a choke point if necessary. But I'd like your thoughts on the situation."
The temple is smoothly hewn from solid rock. The following features are common throughout:
Ceilings. Ceilings throughout are 10 feet high and flat.
Doors. All doors are made of carved stone with stone pins for hinges. Secret doors blend in with the surrounding stonework. Finding a secret door requires a search of the wall and a successful DC 15 Wisdom (Perception) check. [ I will allow Investigation checks, too. ]
Dust and Debris. The temple is choked with dusty rubble. Rubble-filled squares are difficult terrain (see the Basic Rules).
Light. There are no light sources in the temple.
With their sleeves rolled up and determined expressions set firmly in place, Dazlyn and Norbus join the rest of the party in their efforts to clear the corridor. Working tirelessly side by side with the adventurers, they lend their strength and expertise to the task at hand.
Dazlyn, his muscles rippling beneath his sturdy frame, takes charge of the larger chunks of rubble, his hands gripping each stone with a firm resolve. With a grunt of effort, he hoists them aside, his movements methodical and efficient as he clears the path ahead.
Meanwhile, Norbus, his gruff demeanor softened by the camaraderie of their shared endeavor, focuses on the finer details of the debris. With a keen eye for spotting weak points and strategic angles, he deftly dislodges smaller rocks and stones, his hands working with practiced precision as he paves the way for their progress.
Together, the dwarven duo and the party of adventurers work in harmony, their combined efforts slowly but surely chipping away at the stubborn obstacle before them. With each passing hour, the corridor begins to take shape once more, the pathway to further exploration revealed inch by inch beneath the steady onslaught of their determination.
With a collective sigh of satisfaction, Dazlyn, Norbus, and the rest of the party step back to admire their handiwork, as the corridor is now open.
Dazlyn and Norbus exit the temple after they finish helping y'all. They hand over the Sending Stones and refuse to take the Jeweled Dagger. The five gems with the symbol of Abbathor (each one worth 10gp) are yours to do what you see fit.
Nigel will turn over any items in his possession, (I believe he has the dagger.) and collect the stones.
I am interpreting this ^ as Nigel handing over the gems they found inside the temple. Correct me if I'm wrong.
You all enter the Hall of Greed.
An alcove in the south wall holds the rubble of a shattered statue. An alcove to the north holds a statue of a dwarf with horns, which stares greedily at a glowing green gem in its hands.
The dwarven statue of Abbathor stands tall and imposing, its stone form weathered by the passage of time yet retaining a sense of sturdy resilience. Carved from rough-hewn granite, the statue depicts the dwarven deity in all his glory, his visage stern and unyielding as he gazes out with eyes of stone.
Etched with intricate detail, the statue's surface bears the marks of countless skilled hands that have labored to bring it into being. From the finely sculpted lines of Abbathor's beard to the intricate patterns adorning his armor, each element speaks to the craftsmanship and dedication of its creators.
Nestled within the embrace of Abbathor's outstretched hand, rests the gleaming green gemstone.
As Nigel's gaze fixates on the gleaming green gem nestled within Abbathor's stone hand, he feels an inexplicable allure drawing him closer. The gemstone's vibrant hues seem to dance and shimmer in the Light, casting an enchanting glow that captures his attention.
Yet, even as he inches closer, a sense of unease begins to gnaw at the edges of his mind. Something about the gemstone feels... off. It's not just its unnatural brilliance or the way it seems to pulse with an otherworldly energy. There's a subtle sense of danger lurking beneath its alluring facade, a warning that sends a chill down Nigel's spine.
Suddenly, his mind flashes with the memory of scholarly tomes detailing the cunning traps and deadly defenses often employed by dungeon architects to deter would-be intruders. And with a growing sense of trepidation, Nigel realizes that removing the gemstone from Abbathor's grasp may trigger a chain of events that could spell disaster for him and his companions.
"Beware! There is something suspect here. I believe this gem is guarded by a cunning device. I would advise leaving it be. Or if you really must, please allow me the courtesy of leaving the area. I take no responsibility for what may happen should you ignore my warning"
Nigel accompanies his warning with worried looks at the gem and a stern look at those gathered. He pulls out his everpresent book and spins back to face the statue denying any discussion.
Drako eyes the gem, "If there's a device guarding it, best be sure it doesn't trigger by our mere presence." He eyes the room, seeking for any hints of things that are off, possibly connected to a trap, praying for Bahamut's guidance as he goes.
Perception: 18+5+1 = 24 //if the DC is 25 I swear... :P
Amidst the flurry of activity and discovery, Willow remains a calm and steadying presence. Her focus is on aiding her companions, her involvement in the excavation and planning more about ensuring everyone's well-being than any interest in the treasures unearthed.
As the discussions about the gem and potential traps unfold, Willow listens intently, absorbing the concerns and cautions voiced by Nigel and Drako. She approaches the issue with her usual thoughtful demeanor, her eyes reflecting a deep respect for the history and the dangers embedded within the ruins.
"I appreciate the diligence and caution everyone is showing," Willow speaks up, her voice a gentle reminder of the need for prudence. "It seems prudent to heed Nigel's warnings. The allure of such treasures can indeed be strong, but the risks they pose might outweigh the potential rewards."
She looks towards the statue of Abbathor, her expression thoughtful. "Perhaps there are more secrets here that don't require us to tempt fate with guarded treasures. Let's focus on what we have gained from our explorations—the knowledge and the bonds we've strengthened here."
Willow then turns to the group, offering a supportive smile. "Let’s prepare for what lies ahead, whether we decide to delve deeper or conclude our explorations. Our safety and understanding of this place should guide our next steps. If there is more to be done tonight, let's do so with caution. Otherwise, resting and regrouping might be our best course."
As the discussions continue, Willow is ready to assist in any way needed, her healer’s instincts keeping her alert to the needs of her companions. She subtly steers clear of the treasure discussions, focusing instead on providing support and ensuring that the group's decisions are made with consideration for all aspects of their situation.
[ Just to be clear, there doesn't appear to be any secret doors or passageways towards a new area. You have reached the end of the ruins, and avoided triggering the trap. You may continue to roleplay as you see fit. ]
Drako eyes the gem. His companions urged caution but he hadn't found any traps. A gem like that, how much could it be worth? Perhaps enough to pay his debt to Willow. But as she mentioned, it could be tempting fate to try. Was the stench of Abbathor getting to him? He exits the room to clear his head but asks a question as he mulls it, "Nigel, how strong are owls like Archie?"
Drako [ P.Perception ]: You hear Magnus' voice echoing throughout the temple, coming from the entrance. "Hey, friends?! I need some help over here!"
Vabrix: Rix Roller is going to spring into action and runs towards the entrance!
When you all make it to the entrance, you see a scared Magnus cornered into the temple entrance by a large, muscular and gnarly looking Orc holding a primitive weapon (Greataxe).
Mauhulakh: This Orc's voice booms through the corridor, rough and guttural as he addresses the approaching party. His gaze locks onto Magnus with a fierce intensity, his muscles tense and poised for action, yet he refrains from making the first move, opting instead to issue a stern warning.
"Back! You no come closer!" he growls, his broken common laced with the harsh tones of orcish. "This place belong to us now. We stay here, you go. You attack, we fight. Fight to death."
Despite the language barrier, the message is clear: the orcs are prepared to defend their newfound territory at any cost. With tension hanging heavy in the air, the party must decide their next move carefully, knowing that any misstep could spell disaster in this standoff.
This post has potentially manipulated dice roll results.
"Archie could carry the stone but it's shape and his talons would require an apparatus of some kind to give him purchase. Interesting fact, did you know that swallows can carry coconuts. Now you would think...." Nigel is about to go into a dissertation about the size and carrying weight ratios of various birds of the realms when he is interrupted by Magnus' cries for help. He arrives with everyone else to hear the orcs warning. Taking in the situation he has a flash of inspiration.
Nigel pipes up and in a feigned tone of capitulence says, "No! Please don't harm him. We'll go. In fact, there is a large gem we were about to remove back in that room. You take that and we'll take our friend."
Nigel maintains eye contact with the orc as he approaches slowly to a distance that will allow the others to follow his motioning hands directing them to walk behind him.
He only breaks eye contact long enough to shoot a conspiratorial plea to the others to play along and follow his lead.
Persuasion to get the orc to trade Magnus for the gem. 2
In case Nigel gets help here is his second roll. 7
Drako is in awe of Nigel's knowledge of birds. Truly the man had the knowledge of a king. Too bad he didn't know of any moistened bints lobbing scimitars at people nearby.
As they encounter the orcs Drako is intrigued by Nigel's plans. In truth they weren't even lying. "Indeed. It's quite the gem, I'd hazard worth at least 100gp conservatively." he says. "More than a fair price for a little gnome and some dwarves."
Willow's heart sinks as she sees Magnus cornered by the imposing orc, the threat of violence hanging heavily in the air. As Nigel and Drako negotiate, she remains a quiet observer, her thoughts racing for a peaceful resolution.
As the tension escalates, Willow steps forward slightly, her voice soft but carrying a sincere tone that cuts through the tension. "Please, let there be no bloodshed today," she addresses the orc with a gentle firmness, her hands open in a sign of peace. "This place holds shadows and sorrows enough for all of us. We seek only safe passage for our friend and no quarrel with those who claim this as their home."
Willow's eyes shift back to her companions, giving them a reassuring look that conveys trust in their ability to handle the situation diplomatically. She remains alert and ready to support her companions as best she is able should the need arise, though her every instinct urges for a resolution without violence.
"We respect your claim," Willow continues, addressing the orc leader directly, hoping to bridge the gap with words where weapons would only widen it. "As my friend mentioned, the gem is yours if it ensures peace between us. We wish only to leave with no conflict, honoring both your boundaries and our safety."
She steps back slightly, allowing Nigel and Drako to lead the negotiation, her presence supportive but unobtrusive. Willow's focus is on the wellbeing of Magnus and the group, prepared to act should the situation deteriorate, yet holding onto hope that dialogue might prevail over discord.
Nigel & Drako: As you conspiratorially convince the orc leader that you'll let them have the supposed gem, he grabs Magnus and places his greataxe to the gnome's neck. The Orc demands you show them the jewel before he releases Magnus. (Deception17 is successfull)
Magnus: He trusts you all and is willing to play along with the conspiracy. He looks scared but is trying to remain calm.
Vabrix: Rix Roller is not the brightest, but in a rare turn of events, he succeeds in catching what you're throwing, Nigel (Insight18 beats your deception, so he knows your intentions and won't snitch by accident). He remains silent and stows away his weapons, safe for the glaive, which he collapses into two halves and uses as a torch.
Willow: Your words, filled with sincerity, reach the ears of the orc leader. He was going to take Magnus as a hostage, but you and Drako see his demeanor shift to that of worry and exhaustion. The posture of a man charged with safeguarding the lives of his people. As he releases Magnus, he yells a phrase or two in orcish, then Dazlyn and Norbus are also released.
The orcs make way for you all to leave. The leader says "You go now," he grunts, his words clipped and forceful. "But no come back. Next time, we not be so merciful. You return, we kill."
Willow & Drako [ P.Medicine ]: As the orcs watch you all leave the premises, you can see that some of them, the orc leader included, look wounded. The size of the claw marks that scar their bodies look impossibly large for any beast you know of.
How do you all proceed? With the promise of treasure and the moving words of your party, the orc leader momentarily dropped his facade of cruelty and strength and has allowed you all to leave with a warning... To leave this area or perish.
As Willow prepares to leave the ominous depths of the temple with her companions, she pauses, her keen eyes catching the signs of wear and battle wounds on the orcs. Despite their harsh words and rugged exteriors, the healer within her cannot ignore the pain etched into the bodies and faces of the orc leader and his kin. Compassion swiftly overtakes caution.
Breaking from the group, Willow rushes straight towards the orcs with her healer's kit at the ready; her movements are deliberate yet gentle. "Please, allow me to help," she says softly, her voice carrying a sincere desire to ease their suffering and render assistance. Willow efficiently triages the wounded, quickly assessing the severity of their wounds and prioritizing those with critical injuries. She attends to them by invoking the healing magic of Spare the Dying to stabilize those teetering on the brink, giving her time to apply more comprehensive healing and bind their wounds. As she works, Willow speaks soothing words in a calm, steady rhythm, using the contents of her healer's kit(s) to clean and dress the gashes. Her hands move with practiced ease, applying bandages and salves with care that belies the speed of her actions.
Throughout, her expression is one of focused empathy, recognizing the shared pain that all creatures can endure. "You are brave to defend your kin," she remarks to the leader as she works. "This place holds much sorrow. May your tribe find peace even within its shadows."
As she finishes, Willow stands, offering a respectful nod to the orc leader. "My aid is freely given, without expectation or need for payment or thanks,"she states clearly, doing her best to ensure that her intentions are understood amidst anycultural and language barriers. "May your wounds heal as swiftly as your spirits deserve."
With a final, sweeping glance at the group of orcs, ensuring no one in immediate danger is overlooked, Willow steps back. Her healer’s kit(s) is now lighter, but her heart is full, knowing she has extended kindness in a place long devoid of it. She will seek to rejoin her companions, ready to depart but enriched by the act of unconditional healing.
OOC: Willow has only one spell slot open to cast Cure Wounds and will hold that in reserve to give to the one who requires it most. Additionally, any rolls that you need just let me know and I will take care of it/those or I'm perfectly fine with you rolling in order speed things up. Note her Healer's Feat with Healer's Kit when tending to a creature will restore 1d6 + 4 HP to it, plus an additional HP equal to the creature's maximum number of Hit Dice. The creature can't regain HP from this feat again until it finishes a short or long rest. Willow has two healer kits, 20 total uses so let me know how many are expended and I can mark those off.
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TEMPLE FEATURES
The temple is smoothly hewn from solid rock. The following features are common throughout:
Ceilings. Ceilings throughout are 10 feet high and flat.
Doors. All doors are made of carved stone with stone pins for hinges. Secret doors blend in with the surrounding stonework. Finding a secret door requires a search of the wall and a successful DC 15 Wisdom (Perception) check. [ I will allow Investigation checks, too. ]
Dust and Debris. The temple is choked with dusty rubble. Rubble-filled squares are difficult terrain (see the Basic Rules).
Light. There are no light sources in the temple.
Nigel [ Assuming you inform Dazlyn and Norbus of your findings and ask for their aid. ]
Dazlyn and Norbus exchange a wary glance as Nigel recounts the unsettling discoveries within the temple dedicated to Abbathor, the Great Master of Greed. Their expressions darken at the mention of skeletal cultist corpses and symbols of the malevolent deity, a stark reminder of the dangers lurking within the depths of the ruins.
"Hmph, foul business, that," Norbus grumbles, his tone laced with disdain as he casts a disdainful glance towards the temple entrance. "No good ever comes from meddling with the likes o' Abbathor."
Dazlyn's jaw tightens as he absorbs Nigel's words, a flicker of concern crossing his features. "Aye, It'd be best tae steer clear o' that cursed place," he mutters, his voice tinged with unease. "But if there's treasure tae be found amidst the rubble, ye can count on us tae lend a hand."
Though they may harbor misgivings about the sinister presence of Abbathor, the allure of potential riches proves too tempting to resist. With a shared sense of determination, Dazlyn and Norbus stand ready to assist Nigel and the party in their quest for wealth, even as the specter of the malevolent deity looms ominously in the background.
Would Nigel have mentioned to them the gems they found?
The agreement was the they would reward the party with two Sending Stones after they cleared the dungeon of any monsters.
Currently DMing:
As the echoes of the day's labor and the deeper implications of their findings fill the air, Willow's presence remains a soothing counterpoint to the group's mounting concerns. She listens intently to Drako's assurance and Nigel's exchange with the dwarves, her eyes reflecting a deep empathy for the weight of history that burdens the stones around them.
Standing beside Drako as the debris begins to clear, Willow offers a supportive nod. "It's wise to make use of the night here," she reaffirms gently, her voice a calm amidst the stirrings of unease. "With the aid of our dwarven friends, our efforts tonight could reveal more than just hidden passages. Perhaps, even some answers to the shadows that linger in this place."
Turning her attention to the reluctant Nigel and the forthcoming labor, she adds, "Nigel, your diligence in seeking knowledgeable help is commendable. It ensures that every hand is where it can be most effective." Her words aim to bolster his spirits, recognizing the practicality of his approach without dwelling on his evident aversion to the dirt and toil.
As the discussion of potential treasure arises, Willow's expression softens with concern. "Let us proceed with caution," she advises the group, her gaze sweeping over the ancient ruins. "The allure of wealth is strong, but we must remember the lessons these walls teach about greed and its costs. Our safety and respect for the past must guide us."
Willow then steps closer to the dwarves, offering a small, reassuring smile. "Dazlyn, Norbus, your experience here is invaluable, and your willingness to confront this place's dark history is truly brave. Thank you for standing with us."
As the group prepares for the night's work and the potential dangers ahead, Willow readies herself to provide healing and support, ensuring that her light remains a steadfast beacon as they delve deeper into the mysteries of the ruins.
Dazlyn and Norbus exchange a brief glance, their expressions softened by Willow's words of gratitude.
Dazlyn nods solemnly, a hint of appreciation glimmering in his eyes as he meets Willow's gaze. "Thank ye, lass," he replies gruffly, his voice tinged with a note of respect. "T'is nae often we find ourselves in such company, but we'll do what we can tae aid ye in yer endeavors."
Norbus grunts in agreement, his demeanor less guarded as he regards Willow with a nod of approval. "Aye, ye've got a kind heart, lass," he remarks, a grudging admiration evident in his tone. "We'll stick by the lot of ye, through thick and thin."
Though they try to maintain a stoic facade, there's a flicker of camaraderie in the dwarves' responses, a silent acknowledgment of the bond forged through shared adversity.
Currently DMing:
Never one to miss an opportunity to demonstrate his knowledge, Nigel enthusiastically informs Norbus and Dazlyn in dwarvish of every aspect of their sweep of the ruins. He will describe in detail the location and amounts of gems discovered. He will provide insight in the daggers origin and any ritualistic uses. He will show off his maps and promise to give equal credit to the archeologists should he publish his work at Candlekeep Library.
Nigel will turn over any items in his possession, (I believe he has the dagger.) and collect the stones.
Nigel takes the pair back to the others.
(No need to reply. Just wanted to fill in the gaps.)
**This Space for Rent**
Drako listens as Willow speaks, "Indeed. Truth be told I'm not sure which answers I desire. Is it better if the cause of the ancient collapse was natural or divine? I do not know. I have to wonder your thoughts on that."
[[ you mentioned it'd be ~8-9 when the rubble was cleared ]]
"Sun must have set by now, no doubt." says Drako. "If we want to head out first thing tomorrow it may be desired to head down there now. Though," he yawns, "if there's more down there it may be quite a fight we're in for. I'm half-tempted to see if we can do some light scouting for knowledge and then hold this as a choke point if necessary. But I'd like your thoughts on the situation."
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
TEMPLE FEATURES
The temple is smoothly hewn from solid rock. The following features are common throughout:
Ceilings. Ceilings throughout are 10 feet high and flat.
Doors. All doors are made of carved stone with stone pins for hinges. Secret doors blend in with the surrounding stonework. Finding a secret door requires a search of the wall and a successful DC 15 Wisdom (Perception) check. [ I will allow Investigation checks, too. ]
Dust and Debris. The temple is choked with dusty rubble. Rubble-filled squares are difficult terrain (see the Basic Rules).
Light. There are no light sources in the temple.
With their sleeves rolled up and determined expressions set firmly in place, Dazlyn and Norbus join the rest of the party in their efforts to clear the corridor. Working tirelessly side by side with the adventurers, they lend their strength and expertise to the task at hand.
Dazlyn, his muscles rippling beneath his sturdy frame, takes charge of the larger chunks of rubble, his hands gripping each stone with a firm resolve. With a grunt of effort, he hoists them aside, his movements methodical and efficient as he clears the path ahead.
Meanwhile, Norbus, his gruff demeanor softened by the camaraderie of their shared endeavor, focuses on the finer details of the debris. With a keen eye for spotting weak points and strategic angles, he deftly dislodges smaller rocks and stones, his hands working with practiced precision as he paves the way for their progress.
Together, the dwarven duo and the party of adventurers work in harmony, their combined efforts slowly but surely chipping away at the stubborn obstacle before them. With each passing hour, the corridor begins to take shape once more, the pathway to further exploration revealed inch by inch beneath the steady onslaught of their determination.
With a collective sigh of satisfaction, Dazlyn, Norbus, and the rest of the party step back to admire their handiwork, as the corridor is now open.
Dazlyn and Norbus exit the temple after they finish helping y'all. They hand over the Sending Stones and refuse to take the Jeweled Dagger. The five gems with the symbol of Abbathor (each one worth 10gp) are yours to do what you see fit.
I am interpreting this ^ as Nigel handing over the gems they found inside the temple. Correct me if I'm wrong.
You all enter the Hall of Greed.
An alcove in the south wall holds the rubble of a shattered statue. An alcove to the north holds a statue of a dwarf with horns, which stares greedily at a glowing green gem in its hands.
[ Tell me, what do you all do now? ]
Currently DMing:
Nigel examines the statue with the stone.
What does he know about the statue? 21
(History, ARcana, investigation, all the same bonus.)
**This Space for Rent**
Nigel:
The dwarven statue of Abbathor stands tall and imposing, its stone form weathered by the passage of time yet retaining a sense of sturdy resilience. Carved from rough-hewn granite, the statue depicts the dwarven deity in all his glory, his visage stern and unyielding as he gazes out with eyes of stone.
Etched with intricate detail, the statue's surface bears the marks of countless skilled hands that have labored to bring it into being. From the finely sculpted lines of Abbathor's beard to the intricate patterns adorning his armor, each element speaks to the craftsmanship and dedication of its creators.
Nestled within the embrace of Abbathor's outstretched hand, rests the gleaming green gemstone.
[ Investigation check using Jeweler's Tools: Nat 20 for 25 ]
As Nigel's gaze fixates on the gleaming green gem nestled within Abbathor's stone hand, he feels an inexplicable allure drawing him closer. The gemstone's vibrant hues seem to dance and shimmer in the Light, casting an enchanting glow that captures his attention.
Yet, even as he inches closer, a sense of unease begins to gnaw at the edges of his mind. Something about the gemstone feels... off. It's not just its unnatural brilliance or the way it seems to pulse with an otherworldly energy. There's a subtle sense of danger lurking beneath its alluring facade, a warning that sends a chill down Nigel's spine.
Suddenly, his mind flashes with the memory of scholarly tomes detailing the cunning traps and deadly defenses often employed by dungeon architects to deter would-be intruders. And with a growing sense of trepidation, Nigel realizes that removing the gemstone from Abbathor's grasp may trigger a chain of events that could spell disaster for him and his companions.
Lucky guy.
Currently DMing:
"Beware! There is something suspect here. I believe this gem is guarded by a cunning device. I would advise leaving it be. Or if you really must, please allow me the courtesy of leaving the area. I take no responsibility for what may happen should you ignore my warning"
Nigel accompanies his warning with worried looks at the gem and a stern look at those gathered. He pulls out his everpresent book and spins back to face the statue denying any discussion.
**This Space for Rent**
Drako eyes the gem, "If there's a device guarding it, best be sure it doesn't trigger by our mere presence." He eyes the room, seeking for any hints of things that are off, possibly connected to a trap, praying for Bahamut's guidance as he goes.
Perception: 18+5+1 = 24
//if the DC is 25 I swear... :P
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Drako scans the room for any devices that might be triggered by the gem, but finds nothing of the sort.
Currently DMing:
Amidst the flurry of activity and discovery, Willow remains a calm and steadying presence. Her focus is on aiding her companions, her involvement in the excavation and planning more about ensuring everyone's well-being than any interest in the treasures unearthed.
As the discussions about the gem and potential traps unfold, Willow listens intently, absorbing the concerns and cautions voiced by Nigel and Drako. She approaches the issue with her usual thoughtful demeanor, her eyes reflecting a deep respect for the history and the dangers embedded within the ruins.
"I appreciate the diligence and caution everyone is showing," Willow speaks up, her voice a gentle reminder of the need for prudence. "It seems prudent to heed Nigel's warnings. The allure of such treasures can indeed be strong, but the risks they pose might outweigh the potential rewards."
She looks towards the statue of Abbathor, her expression thoughtful. "Perhaps there are more secrets here that don't require us to tempt fate with guarded treasures. Let's focus on what we have gained from our explorations—the knowledge and the bonds we've strengthened here."
Willow then turns to the group, offering a supportive smile. "Let’s prepare for what lies ahead, whether we decide to delve deeper or conclude our explorations. Our safety and understanding of this place should guide our next steps. If there is more to be done tonight, let's do so with caution. Otherwise, resting and regrouping might be our best course."
As the discussions continue, Willow is ready to assist in any way needed, her healer’s instincts keeping her alert to the needs of her companions. She subtly steers clear of the treasure discussions, focusing instead on providing support and ensuring that the group's decisions are made with consideration for all aspects of their situation.
[ Just to be clear, there doesn't appear to be any secret doors or passageways towards a new area. You have reached the end of the ruins, and avoided triggering the trap. You may continue to roleplay as you see fit. ]
Currently DMing:
Drako eyes the gem. His companions urged caution but he hadn't found any traps. A gem like that, how much could it be worth? Perhaps enough to pay his debt to Willow. But as she mentioned, it could be tempting fate to try. Was the stench of Abbathor getting to him? He exits the room to clear his head but asks a question as he mulls it, "Nigel, how strong are owls like Archie?"
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Drako [ P. Perception ]: You hear Magnus' voice echoing throughout the temple, coming from the entrance. "Hey, friends?! I need some help over here!"
Vabrix: Rix Roller is going to spring into action and runs towards the entrance!
When you all make it to the entrance, you see a scared Magnus cornered into the temple entrance by a large, muscular and gnarly looking Orc holding a primitive weapon (Greataxe).
Mauhulakh: This Orc's voice booms through the corridor, rough and guttural as he addresses the approaching party. His gaze locks onto Magnus with a fierce intensity, his muscles tense and poised for action, yet he refrains from making the first move, opting instead to issue a stern warning.
"Back! You no come closer!" he growls, his broken common laced with the harsh tones of orcish. "This place belong to us now. We stay here, you go. You attack, we fight. Fight to death."
Despite the language barrier, the message is clear: the orcs are prepared to defend their newfound territory at any cost. With tension hanging heavy in the air, the party must decide their next move carefully, knowing that any misstep could spell disaster in this standoff.
Currently DMing:
"Archie could carry the stone but it's shape and his talons would require an apparatus of some kind to give him purchase. Interesting fact, did you know that swallows can carry coconuts. Now you would think...." Nigel is about to go into a dissertation about the size and carrying weight ratios of various birds of the realms when he is interrupted by Magnus' cries for help. He arrives with everyone else to hear the orcs warning. Taking in the situation he has a flash of inspiration.
Nigel pipes up and in a feigned tone of capitulence says, "No! Please don't harm him. We'll go. In fact, there is a large gem we were about to remove back in that room. You take that and we'll take our friend."
Nigel maintains eye contact with the orc as he approaches slowly to a distance that will allow the others to follow his motioning hands directing them to walk behind him.
He only breaks eye contact long enough to shoot a conspiratorial plea to the others to play along and follow his lead.
Persuasion to get the orc to trade Magnus for the gem. 2
In case Nigel gets help here is his second roll. 7
**This Space for Rent**
Drako is in awe of Nigel's knowledge of birds. Truly the man had the knowledge of a king. Too bad he didn't know of any moistened bints lobbing scimitars at people nearby.
As they encounter the orcs Drako is intrigued by Nigel's plans. In truth they weren't even lying. "Indeed. It's quite the gem, I'd hazard worth at least 100gp conservatively." he says. "More than a fair price for a little gnome and some dwarves."
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Willow's heart sinks as she sees Magnus cornered by the imposing orc, the threat of violence hanging heavily in the air. As Nigel and Drako negotiate, she remains a quiet observer, her thoughts racing for a peaceful resolution.
As the tension escalates, Willow steps forward slightly, her voice soft but carrying a sincere tone that cuts through the tension. "Please, let there be no bloodshed today," she addresses the orc with a gentle firmness, her hands open in a sign of peace. "This place holds shadows and sorrows enough for all of us. We seek only safe passage for our friend and no quarrel with those who claim this as their home."
Willow's eyes shift back to her companions, giving them a reassuring look that conveys trust in their ability to handle the situation diplomatically. She remains alert and ready to support her companions as best she is able should the need arise, though her every instinct urges for a resolution without violence.
"We respect your claim," Willow continues, addressing the orc leader directly, hoping to bridge the gap with words where weapons would only widen it. "As my friend mentioned, the gem is yours if it ensures peace between us. We wish only to leave with no conflict, honoring both your boundaries and our safety."
She steps back slightly, allowing Nigel and Drako to lead the negotiation, her presence supportive but unobtrusive. Willow's focus is on the wellbeing of Magnus and the group, prepared to act should the situation deteriorate, yet holding onto hope that dialogue might prevail over discord.
OOC: Persuasion Check 16 + 3 = 19
Nigel & Drako: As you conspiratorially convince the orc leader that you'll let them have the supposed gem, he grabs Magnus and places his greataxe to the gnome's neck. The Orc demands you show them the jewel before he releases Magnus. (Deception 17 is successfull)
Magnus: He trusts you all and is willing to play along with the conspiracy. He looks scared but is trying to remain calm.
Vabrix: Rix Roller is not the brightest, but in a rare turn of events, he succeeds in catching what you're throwing, Nigel (Insight 18 beats your deception, so he knows your intentions and won't snitch by accident). He remains silent and stows away his weapons, safe for the glaive, which he collapses into two halves and uses as a torch.
Willow: Your words, filled with sincerity, reach the ears of the orc leader. He was going to take Magnus as a hostage, but you and Drako see his demeanor shift to that of worry and exhaustion. The posture of a man charged with safeguarding the lives of his people. As he releases Magnus, he yells a phrase or two in orcish, then Dazlyn and Norbus are also released.
The orcs make way for you all to leave. The leader says "You go now," he grunts, his words clipped and forceful. "But no come back. Next time, we not be so merciful. You return, we kill."
Willow & Drako [ P. Medicine ]: As the orcs watch you all leave the premises, you can see that some of them, the orc leader included, look wounded. The size of the claw marks that scar their bodies look impossibly large for any beast you know of.
How do you all proceed? With the promise of treasure and the moving words of your party, the orc leader momentarily dropped his facade of cruelty and strength and has allowed you all to leave with a warning... To leave this area or perish.
Currently DMing:
As Willow prepares to leave the ominous depths of the temple with her companions, she pauses, her keen eyes catching the signs of wear and battle wounds on the orcs. Despite their harsh words and rugged exteriors, the healer within her cannot ignore the pain etched into the bodies and faces of the orc leader and his kin. Compassion swiftly overtakes caution.
Breaking from the group, Willow rushes straight towards the orcs with her healer's kit at the ready; her movements are deliberate yet gentle. "Please, allow me to help," she says softly, her voice carrying a sincere desire to ease their suffering and render assistance. Willow efficiently triages the wounded, quickly assessing the severity of their wounds and prioritizing those with critical injuries. She attends to them by invoking the healing magic of Spare the Dying to stabilize those teetering on the brink, giving her time to apply more comprehensive healing and bind their wounds. As she works, Willow speaks soothing words in a calm, steady rhythm, using the contents of her healer's kit(s) to clean and dress the gashes. Her hands move with practiced ease, applying bandages and salves with care that belies the speed of her actions.
Throughout, her expression is one of focused empathy, recognizing the shared pain that all creatures can endure. "You are brave to defend your kin," she remarks to the leader as she works. "This place holds much sorrow. May your tribe find peace even within its shadows."
As she finishes, Willow stands, offering a respectful nod to the orc leader. "My aid is freely given, without expectation or need for payment or thanks," she states clearly, doing her best to ensure that her intentions are understood amidst anycultural and language barriers. "May your wounds heal as swiftly as your spirits deserve."
With a final, sweeping glance at the group of orcs, ensuring no one in immediate danger is overlooked, Willow steps back. Her healer’s kit(s) is now lighter, but her heart is full, knowing she has extended kindness in a place long devoid of it. She will seek to rejoin her companions, ready to depart but enriched by the act of unconditional healing.
OOC: Willow has only one spell slot open to cast Cure Wounds and will hold that in reserve to give to the one who requires it most. Additionally, any rolls that you need just let me know and I will take care of it/those or I'm perfectly fine with you rolling in order speed things up. Note her Healer's Feat with Healer's Kit when tending to a creature will restore 1d6 + 4 HP to it, plus an additional HP equal to the creature's maximum number of Hit Dice. The creature can't regain HP from this feat again until it finishes a short or long rest. Willow has two healer kits, 20 total uses so let me know how many are expended and I can mark those off.