Zyl huffs and stows her axe for the time being, wiping away some bits of icky water before landing on the far side and following the others into the new room. "Umm...aren't ghosts supposed to have heads, not glowing spots? Maybe I haven't met that many ghosts..." She takes a few steps in and looks around a bit. "I don't know! I'm Zyl! But...uh...no, I don't think I know you...well how am I supposed to know who you are!?" In a moment of confused frustration she'll take a look around for anything that might help her figure out who the ghost is.
You spend about 10 minutes searching this large room but find no clues here. There are four exits - the NE one you came in, and one in each other direction (NW, SW, SE). Each one has a set of steps leading down.
Dara watches as the ghostly figure turns toward them, its sad voice echoing mournfully through the chamber. With Mulligan’s quirky humor and Zyl’s frustrated exclamations, Dara senses the ghost’s genuine anguish.
Stepping forward cautiously, Dara gently addresses the ghost, his grey eyes filled with empathy. “I’m sorry, but I don’t know your name. We’re just passing through. I can see how much this troubles you. Sometimes, letting go of the past can free you from this place. Perhaps if you release your need to remember, you can find peace and move on.”
Then, if the ghost doesn’t seem hostile, he suggests they leave it be and keep going down one of those corridors, maybe the southwest exit.
Vesta is beyond relieved to be back on dry land. She isn't even taken aback by the ghost. She'd much rather face down a platoon of ghosts than risk falling into that water with the creature they just slew. The sorcerer shakes her head at Mulligan's antics. Instead, she follows Dara toward the spirit.
"I am sorry, spirit. I do not know who you are either," says the sorcerer. "Perhaps we can help you remember, and that will in turn help you to move on. What's the last thing you remember from your life?"
The ghost seems to hear and listen to you, replying that it has no memories of its former life, no memories of anything, but if you can determine who they were, then perhaps they will be able to find peace - and maybe their memories. The ghost is sad that you don't know who they are - or were - but is not hostile towards you. They just ask as you get ready to leave, "Please, if you find out who I am, come back and tell me so I can perhaps be released from this..."
(There is nothing else for you to discover or determine in this chamber...We have one vote for the passage SW - anyone else?)
"Sure, Vinnie," Mulligan assures the ghost. "We'll rush right back if we find anything..." The tone in his voice is perhaps a bit skeptical and unsure but Mulligan is just happy that the ghost isn't causing them any problems. He ain't afraid of no ghost but that doesn't mean he wants to be slimed by one.
Allowing Dara to take the lead, the halfling will happily follow her SW... Walking down onto the floor if they're past the flood.
Zyl will go by the northwest passage (ha!) and do a quick look to see what's down that way, but then if everyone is going to the southwest she'll join them there.
The fairy flits up the northwest passage, seeing a 15' x 20' chamber. The smell of old parchment fills this tomb from the bookshelves carrying various tomes and scholarly implements standing against the walls. At the center of the room is a stone, gold-painted sarcophagus. Since she doesn't want to be left behind, she darts back to the rest of the party...
...who heads out of the southwest passage into a 25' long passage that leads to the northeastern wall of what was once a huge and serene crypt. It stands 30' across and 45' long, with another exit in the southeastern section of this wall. Two chipped stone pillars brace the vaulted ceiling 15' above. Tombs are cracked open, and reanimated corpses prowl the room. At the center of the room’s western wall is a dirtied and desecrated shrine bearing the image of a blank scroll.
Everyone make a group Stealth check!(To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.)
Having just recently walked down to the floor from the ceiling, Mulligan immediately starts walking back up the wall when he sees the prowling corpses. "I think I liked the ghost better," he whispers.
Dara immediately backtracks a few steps upon seeing the prowling corpses. He presses himself against the wall, trying to stay hidden in the shadows. "Agreed." He whispers to Mulligan, sharing the sentiment. His eyes dart to the reanimated bodies moving through the desecrated crypt, and he adds hopefully, "Maybe they haven't noticed us yet."
Vesta notices the roaming undead and immediately does her best to blend in with the shadows. For someone more versed in magic than subterfuge, she does a remarkably good job.
Celeste would nod in agreement, willing to try to find evidence of who the ghost may be to assist them with their release. She'd pitter patter quietly along with the group.
Backing out of the room Mulligan speaks in a hushed tone: "Sooo... any of those zombies look like our ghost to anyway? Kind of tell with the no face on the ghost thing but...."
"Oh zombies, great. More yucky things. Well if there's just zombies over there, either let's go back and look at that dead box thing or lemme at the zombies." Zyl takes her axe and makes a couple of swings in the air as she floats.
This post has potentially manipulated dice roll results.
Vesta has never been the type to start a fight if she can avoid it, but she'll certainly finish them. Still, she is curious about what lays inside the room. The shrine with the blank scroll looks like it could have important information, a clue as to what is going on down here.
"I say we attack. I don't like the idea of leaving them at our backs," she says.
If no one moves to stop her, Vesta prepares a spell, summoning the power from deep within her. From her hand emerges a large shard of ice, which she aims for the centermost zombie. If it hits the zombie, the ice shard explodes, possibly hitting the surrounding zombies as well.
Zyl huffs and stows her axe for the time being, wiping away some bits of icky water before landing on the far side and following the others into the new room. "Umm...aren't ghosts supposed to have heads, not glowing spots? Maybe I haven't met that many ghosts..." She takes a few steps in and looks around a bit. "I don't know! I'm Zyl! But...uh...no, I don't think I know you...well how am I supposed to know who you are!?" In a moment of confused frustration she'll take a look around for anything that might help her figure out who the ghost is.
Perception: 19 (rolled in log)
You spend about 10 minutes searching this large room but find no clues here. There are four exits - the NE one you came in, and one in each other direction (NW, SW, SE). Each one has a set of steps leading down.
Love God. Love Others. Any Questions?
Dara watches as the ghostly figure turns toward them, its sad voice echoing mournfully through the chamber. With Mulligan’s quirky humor and Zyl’s frustrated exclamations, Dara senses the ghost’s genuine anguish.
Stepping forward cautiously, Dara gently addresses the ghost, his grey eyes filled with empathy. “I’m sorry, but I don’t know your name. We’re just passing through. I can see how much this troubles you. Sometimes, letting go of the past can free you from this place. Perhaps if you release your need to remember, you can find peace and move on.”
Then, if the ghost doesn’t seem hostile, he suggests they leave it be and keep going down one of those corridors, maybe the southwest exit.
Vesta is beyond relieved to be back on dry land. She isn't even taken aback by the ghost. She'd much rather face down a platoon of ghosts than risk falling into that water with the creature they just slew. The sorcerer shakes her head at Mulligan's antics. Instead, she follows Dara toward the spirit.
"I am sorry, spirit. I do not know who you are either," says the sorcerer. "Perhaps we can help you remember, and that will in turn help you to move on. What's the last thing you remember from your life?"
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
The ghost seems to hear and listen to you, replying that it has no memories of its former life, no memories of anything, but if you can determine who they were, then perhaps they will be able to find peace - and maybe their memories. The ghost is sad that you don't know who they are - or were - but is not hostile towards you. They just ask as you get ready to leave, "Please, if you find out who I am, come back and tell me so I can perhaps be released from this..."
(There is nothing else for you to discover or determine in this chamber...We have one vote for the passage SW - anyone else?)
Love God. Love Others. Any Questions?
"Sure, Vinnie," Mulligan assures the ghost. "We'll rush right back if we find anything..." The tone in his voice is perhaps a bit skeptical and unsure but Mulligan is just happy that the ghost isn't causing them any problems. He ain't afraid of no ghost but that doesn't mean he wants to be slimed by one.
Allowing Dara to take the lead, the halfling will happily follow her SW... Walking down onto the floor if they're past the flood.
Zyl will go by the northwest passage (ha!) and do a quick look to see what's down that way, but then if everyone is going to the southwest she'll join them there.
The fairy flits up the northwest passage, seeing a 15' x 20' chamber. The smell of old parchment fills this tomb from the bookshelves carrying various tomes and scholarly implements standing against the walls. At the center of the room is a stone, gold-painted sarcophagus. Since she doesn't want to be left behind, she darts back to the rest of the party...
...who heads out of the southwest passage into a 25' long passage that leads to the northeastern wall of what was once a huge and serene crypt. It stands 30' across and 45' long, with another exit in the southeastern section of this wall. Two chipped stone pillars brace the vaulted ceiling 15' above. Tombs are cracked open, and reanimated corpses prowl the room. At the center of the room’s western wall is a dirtied and desecrated shrine bearing the image of a blank scroll.
Everyone make a group Stealth check! (To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.)
Love God. Love Others. Any Questions?
Having just recently walked down to the floor from the ceiling, Mulligan immediately starts walking back up the wall when he sees the prowling corpses. "I think I liked the ghost better," he whispers.
Mulligan Stealth: 25
Stealth: 20
Dara immediately backtracks a few steps upon seeing the prowling corpses. He presses himself against the wall, trying to stay hidden in the shadows. "Agreed." He whispers to Mulligan, sharing the sentiment. His eyes dart to the reanimated bodies moving through the desecrated crypt, and he adds hopefully, "Maybe they haven't noticed us yet."
Stealth: 17 (rolled in log)
Zyl flutters softly along behind the group. "Hey there's a dead box thing in that room back there!" She whispers loudly. "What do you see there?"
Stealth - 22
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
Vesta notices the roaming undead and immediately does her best to blend in with the shadows. For someone more versed in magic than subterfuge, she does a remarkably good job.
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
Celeste would nod in agreement, willing to try to find evidence of who the ghost may be to assist them with their release. She'd pitter patter quietly along with the group.
Stealth check: 17
just an unstable unicorn.
(Congratulations! You successfully avoided notice by the undead zombies in the large crypt. So...do you backtrack, or attack with a surprise round?)
Love God. Love Others. Any Questions?
Backing out of the room Mulligan speaks in a hushed tone: "Sooo... any of those zombies look like our ghost to anyway? Kind of tell with the no face on the ghost thing but...."
"I forgot to sniff 'im." Celeste's brows furrow, sad she forgot to try to smell the ghost like it would have assisted with Mulligan's search.
just an unstable unicorn.
"Never sniff a ghost," Mulligan says to reassure Celeste. "I hear they smell like dusty farts."
"Oh zombies, great. More yucky things. Well if there's just zombies over there, either let's go back and look at that dead box thing or lemme at the zombies." Zyl takes her axe and makes a couple of swings in the air as she floats.
Vesta has never been the type to start a fight if she can avoid it, but she'll certainly finish them. Still, she is curious about what lays inside the room. The shrine with the blank scroll looks like it could have important information, a clue as to what is going on down here.
"I say we attack. I don't like the idea of leaving them at our backs," she says.
If no one moves to stop her, Vesta prepares a spell, summoning the power from deep within her. From her hand emerges a large shard of ice, which she aims for the centermost zombie. If it hits the zombie, the ice shard explodes, possibly hitting the surrounding zombies as well.
Action: Cast Ice Knife at 2nd level - Attack: 26 Damage: 9 / explosion damage 10
((Edit: It's not calculating the damage correctly. I borked that up. I'll roll a regular 1d10 below.))
1
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus