Utar will join the others by the hoard of gold, thinking aloud "So we know that whoever built this crypt likes dragons and necromancy...Oh! And traps! What is it with this town and dragons?"
Asley aims his three missiles upward. Two of them are enough to overload the magic veil. The third hits the ceiling of the alcove, partially destroying one of the hewn stones that form it. Neya is set free, along with 63gp to be shared among the party as suggested by Drazzim.
Graxx is startled but soon realizes there does not seem to be any immediate threat.
(OOC: If there is nothing else you’d like to do in this room, you are welcome to take a short rest as some have indicated. If that is what you want to do, just go ahead and roll however many hit die you want/have available. Rag already started his, so he would finish it a good 20 minutes before everyone else).
This post has potentially manipulated dice roll results.
With Neya freed, Utar will wander over to the magical circle. Drawing himself down on his haunches he examines the circle, checking if he can recall anything about the symbols.
Over the next hour, you drag the bodies into the alcove and claim the northeaster corner for yourselves, resting, tending to wounds, taking a bite from your supply of bread and dried fruit and a drink from your waterskins. The smell in this place is not pleasant but the silence surrounding you provides a strange sensation of momentary peace. The rest goes by uninterrupted.
(OOC: If you haven't done so yet, go ahead and add your hit die rolls back to your HP. For those of you that did not get a chance to roll hit die just yet, please ensure you do so in your next post if you want to spend any, and then we can say retroactively that was how much you recovered).
Utar and Asley examine the magic circle and the metal rod in its center from a religious perspective, but can't quite come up with any association with a specific deity or following. The symbols definitely appear more arcane than religious, though. That much you can ascertain.
Over the hour, as a group, you also notice that this chamber seems to a be a dead end. The secret passages you found both lead back to the entrance. As far as you can tell, the under-crypt appears clear of the undead threat, just as Brother Keefe had requested. This place needs a cleaning, but that's a job for another crew.
"Right, anyone opposed to me just smackin' that stick out o' the ground?"Drazzim says to the others after examining the rod. "Don't think having a glowy circle with that in is a good idea."
This post has potentially manipulated dice roll results.
Graxx will stand up a stretch. "Argh. Much needed rest. Time to go see what Brother Keefe knows about who may have done this."
Graxx will begin to walk back to the entrance leading the way with Lightbreaker. He will remain vigilant in-case someone has slipped in the tomb behind them.
This post has potentially manipulated dice roll results.
"If there's no nays, then move out in case it blows up or somethin'." Drazzim says, waiting for the group to vacate the room before he'll smack his greataxe as hard as he can to break the magic circle around the rod.
Graxx will draw Lightbreaker at the ready and run to Asley looking for the enemy due to being startled by the Magic Missile.
Utar will join the others by the hoard of gold, thinking aloud "So we know that whoever built this crypt likes dragons and necromancy...Oh! And traps! What is it with this town and dragons?"
Asley aims his three missiles upward. Two of them are enough to overload the magic veil. The third hits the ceiling of the alcove, partially destroying one of the hewn stones that form it. Neya is set free, along with 63gp to be shared among the party as suggested by Drazzim.
Graxx is startled but soon realizes there does not seem to be any immediate threat.
(OOC: If there is nothing else you’d like to do in this room, you are welcome to take a short rest as some have indicated. If that is what you want to do, just go ahead and roll however many hit die you want/have available. Rag already started his, so he would finish it a good 20 minutes before everyone else).
Neya takes some time to rest up. She is a little flustered with her decisions as of late and need a bit of time to recollect.
Short rest: 3
(OCC: Oops! Used the wrong dice; forgot it was actually 1d8, ignore above roll)
Actual short rest roll 6
Extended Signature
Graxx seeing now there is no threat will lean against the wall for a short rest.
Hit:9
Drazzim will use his second wind to give himself a boost before the short rest.
Second Wind: regain 8 hit points.
(Exactly enough to get back to full. Hooray!)
With Neya freed, Utar will wander over to the magical circle. Drawing himself down on his haunches he examines the circle, checking if he can recall anything about the symbols.
Religion - 21
OOC Utar is the worst cleric...
(Don't worry. Clerics only need to know about their deity ;-) )
OOC I guess, but I don't think I want to check that with Utar.
"By the way folks that were fighting big ugly in the other room with me. The hidden hallway he was passing through hurts. Don't try to go through it."
Asley put his back against the wall and closes his eye for an hour, just taking a little rest.
HP Rolled: 5
After the rest he walks over to Utar and the circle and investigates as well.
Religion 11
Asley also spends a couple Sorcery points and gains a spell slot back.
Over the next hour, you drag the bodies into the alcove and claim the northeaster corner for yourselves, resting, tending to wounds, taking a bite from your supply of bread and dried fruit and a drink from your waterskins. The smell in this place is not pleasant but the silence surrounding you provides a strange sensation of momentary peace. The rest goes by uninterrupted.
(OOC: If you haven't done so yet, go ahead and add your hit die rolls back to your HP. For those of you that did not get a chance to roll hit die just yet, please ensure you do so in your next post if you want to spend any, and then we can say retroactively that was how much you recovered).
Utar and Asley examine the magic circle and the metal rod in its center from a religious perspective, but can't quite come up with any association with a specific deity or following. The symbols definitely appear more arcane than religious, though. That much you can ascertain.
Over the hour, as a group, you also notice that this chamber seems to a be a dead end. The secret passages you found both lead back to the entrance. As far as you can tell, the under-crypt appears clear of the undead threat, just as Brother Keefe had requested. This place needs a cleaning, but that's a job for another crew.
"Right, anyone opposed to me just smackin' that stick out o' the ground?" Drazzim says to the others after examining the rod. "Don't think having a glowy circle with that in is a good idea."
"Should we go back the way we came or try that hidden passage over there?" Neya says pointing at the wall (E11)
Extended Signature
Graxx will stand up a stretch. "Argh. Much needed rest. Time to go see what Brother Keefe knows about who may have done this."
Graxx will begin to walk back to the entrance leading the way with Lightbreaker. He will remain vigilant in-case someone has slipped in the tomb behind them.
Perception: 4
"Back the way we came. Those passages are not for those of us that draw breath."
Graxx will hold out his slightly still damaged hand from where he tested a passage earlier.
Asley pops a quick Arcana check on the glowing circle. 19
"If there's no nays, then move out in case it blows up or somethin'." Drazzim says, waiting for the group to vacate the room before he'll smack his greataxe as hard as he can to break the magic circle around the rod.
Greataxe: 16 vs. AC. Hit: 9 slashing damage.