As Destin and Marrow approach the bars, they can see the long hallway down which the rest of the First Families lay.
This series of crypts has doorways sealed by locked iron grates. Within you see scenes of normal daily life: richly-dressed people seated around dining tables, or at writing desks, or in luxurious chairs.
All of this would be completely normal, except that all of the participants in the macabre dioramas are the skeletal remains of the affluent—carefully posed and interred among their favorite possessions.
Nearing the edge of the Light, you can detect stairs at the far end of the First Families.
We have Destin and Marrow near the bars, and Casmenos eyeing the doorway. Everybody, please let me know who is going where. The three of you who have moved towards destination, you see no immediate threat; there is time for your to reorient yourselves, to split up or to stick together.
Tumal, finding nothing of interest in the frescos, hears Casmenos say he's going to check out the banquet hall, and walks over to enter behind the paladin.
Cassyt calls to the pair down by the First Families "typically, only the Faithful are allowed past where you are now, though the Doomguide clearly instructed me that you are providing a service, and an exception must be made."
FYI for Perception/Investigation checks that are performed by a single character as opposed to a group check, or for things communicated in a language only certain players understand, I will use PMs to communication information, and it will be up to the player how to pass it on, or if it is even worth it.
This post has potentially manipulated dice roll results.
Marrow attempts to appreciate the beauty and the craftsmanship of resting places, but just isn't feeling it. Quietly to Destin he asks Is this common in this part of the world? He stays where he is, keeping an eye on the stairs at the end of the passage. Perception: 15
Cassyt calls "be careful in there" as three of your group enter the banquet hall.
This banquet hall is surprisingly pleasant when considering its location. Many colored lanterns and small incense burners are lit. The long tables are boards lain over a pair of trestles fashioned of wood planks, with benches for seating.
A smaller room in the southern corner of the hall is sealed with a locked iron gate.
Always curious, Tumal moves over to the unknown corner to peer through the bars of the gate, the white crystal shining its light brightly before the elf.
What at first appears to be a small room or closet turns out to be reveals a shaft down to another chamber. A set of block and tackle hang from the ceiling of the shaft, and handholds have been chiseled into the wall. The entirety of the shaft is on the other side of the locked iron gate
Tumal rattles the gate, just to satiate his curiosity about the lock being sound. "Interesting," he comments to himself in Elvish. "We'll have to ask the guide about this." With another look around the room, the elf heads for the door to catch up with the others (assuming his little bit of testing the lock didn't open the gate).
Destin waits for the others since they appear to be headed that way. "There's small locks on each of the gates. I don't see anything that would trigger should we go this way. I haven't checked deeper yet, I thought I would wait for the rest of you."
Cassyt regards Casmenos with equal parts confusion and amusement, tinged with a bit of suspicion. "What gates do you need unlocked? Surely you do not expect the alcoves of the First Families to be the source of this madness?"
This may not have been clear from the description and the map, but the only gates are the southeast corner of area 2, the three vertical dots protecting each 10 foot alcove that lines both sides of the hallway in area 3. They are designed to protect these tacky-yet-wealthy dioramas from thieves and haters of kitschy art. The markings at the end of the hallway are not gates, but stairs heading downward. Destin has moved to the top of those stairs, but has not yet taken them.
"I wasn't suggesting we unlock them." Destin says, making a mental note of who feels adept with thieves' tools. "I was just confirming what was around this corner. Shall we get moving, then?"
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Casmenos sighs, "I hate to leave an area unchecked. Let me just clear that banquet hall before we press on."
As Destin and Marrow approach the bars, they can see the long hallway down which the rest of the First Families lay.
This series of crypts has doorways sealed by locked iron grates. Within you see scenes of normal daily life: richly-dressed people seated around dining tables, or at writing desks, or in luxurious chairs.
All of this would be completely normal, except that all of the participants in the macabre dioramas are the skeletal remains of the affluent—carefully posed and interred among their favorite possessions.
Nearing the edge of the Light, you can detect stairs at the far end of the First Families.
We have Destin and Marrow near the bars, and Casmenos eyeing the doorway. Everybody, please let me know who is going where. The three of you who have moved towards destination, you see no immediate threat; there is time for your to reorient yourselves, to split up or to stick together.
Tumal, finding nothing of interest in the frescos, hears Casmenos say he's going to check out the banquet hall, and walks over to enter behind the paladin.
Kelvin, trailing behind, takes a good look at the fresco.
Investigation: 20
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Bastian takes a moment to appreciate the frescos, then slips into the banquet hall, behind Tumal.
Cassyt calls to the pair down by the First Families "typically, only the Faithful are allowed past where you are now, though the Doomguide clearly instructed me that you are providing a service, and an exception must be made."
FYI for Perception/Investigation checks that are performed by a single character as opposed to a group check, or for things communicated in a language only certain players understand, I will use PMs to communication information, and it will be up to the player how to pass it on, or if it is even worth it.
Marrow attempts to appreciate the beauty and the craftsmanship of resting places, but just isn't feeling it. Quietly to Destin he asks Is this common in this part of the world? He stays where he is, keeping an eye on the stairs at the end of the passage. Perception: 15
Keksi stays close to Cassyt, not wanting to get lost.
Three of us are entering the dining hall. Anything of note in there?
Cassyt calls "be careful in there" as three of your group enter the banquet hall.
This banquet hall is surprisingly pleasant when considering its location. Many colored lanterns and small incense burners are lit. The long tables are boards lain over a pair of trestles fashioned of wood planks, with benches for seating.
A smaller room in the southern corner of the hall is sealed with a locked iron gate.
Always curious, Tumal moves over to the unknown corner to peer through the bars of the gate, the white crystal shining its light brightly before the elf.
What at first appears to be a small room or closet turns out to be reveals a shaft down to another chamber. A set of block and tackle hang from the ceiling of the shaft,
and handholds have been chiseled into the wall. The entirety of the shaft is on the other side of the locked iron gate
Tumal rattles the gate, just to satiate his curiosity about the lock being sound. "Interesting," he comments to himself in Elvish. "We'll have to ask the guide about this." With another look around the room, the elf heads for the door to catch up with the others (assuming his little bit of testing the lock didn't open the gate).
Casmenos watches Tumal, and if the gate is locked, will turn around and head out towards the stairs south of area 3.
Destin will cautiously go with his axes in hand down south to see what else lies ahead of the group, hoping there aren't any traps.
Perception: 18
Keksi remains near Cassyt, outside the Banquet Hall, as the group explores two different rooms at once.
Responded in PMs to various people inspecting different things. At this point I have:
Satisfied the gate in the banquet hall is locked, Casmenos will head out to the southern gate past area 3.
"Cassyt, can you unlock that gate for us, so we can proceed?"
Destin waits for the others since they appear to be headed that way. "There's small locks on each of the gates. I don't see anything that would trigger should we go this way. I haven't checked deeper yet, I thought I would wait for the rest of you."
Cassyt regards Casmenos with equal parts confusion and amusement, tinged with a bit of suspicion. "What gates do you need unlocked? Surely you do not expect the alcoves of the First Families to be the source of this madness?"
This may not have been clear from the description and the map, but the only gates are the southeast corner of area 2, the three vertical dots protecting each 10 foot alcove that lines both sides of the hallway in area 3. They are designed to protect these tacky-yet-wealthy dioramas from thieves and haters of kitschy art. The markings at the end of the hallway are not gates, but stairs heading downward. Destin has moved to the top of those stairs, but has not yet taken them.
"I wasn't suggesting we unlock them." Destin says, making a mental note of who feels adept with thieves' tools. "I was just confirming what was around this corner. Shall we get moving, then?"