As the group begins to collect their things and prepare to leave, Asley decides to have another look at the magic circle. All he can determine is that strong magic is needed to make effective use of this ritual(?) or whatever this is. What purpose it might serve, however, is harder to determine.
Drazzim urges the party to leave and Asley is rushed out before he can further analyze the circle. Once alone, the dwarf swings and hits the center rod. A loud crackling noise is heard for a brief moment, as if the rod was charged with lighting. The circle becomes smudged and the rod bent. Looking back at it from a distance, Asley concludes that whatever magic was imbued within the contraption has been dispersed.
As the group leaves, Neya expresses an interest in testing out one of the secret passages, but Graxx assures her that they would gain nothing from doing so. As such, the group takes he long way back. Graxx notices nothing new while tracking back.
(OOC: is Drazzim keeping that vial of poison residue?)
"Hah, there." Drazzim says smugly to himself. "Nothing a good dwarven axe can't fix!"He grabs the bent rod, and heads back to the group. "Nothin' to it, anyone want to take this? Think it's all broken, but bring it back as evidence or somethin'."
(If no one else wants the poison, he'll keep a hold of it. As mentioned, if it's in their hands, it's not in the bad guys'.)
On their way our of the tomb, Utar will turn to Drazzim and look at the bent metal rod in his hands, "Thank Torm that we aren't carrying you out of here instead dwarf!"
Ashley is keeping his guard up while walking with the group. "I know we did a very good job and that we are obviously very good at this, but does anybody else get the feeling we have not figured this all out yet? I mean, we know someone was just in here creating terrible beasts and making potions to resurrect insane abominations. I just think we should not let our guards drop if this thing is going to come home the moment we try to leave the crypt."
"Yeah, there are too many questions that have been raised and far more are unanswered. But, we had not only discovered the secret of this crypt, but also have undone who knows how much work it took them to set up those traps, reanimate corpses and skeletons, create a makeshift... whatever that thing was supposed to be. If they were smart enough to accomplish all of that, I would actually be surprised if they DIDN'T move shop. "
As you traverse the under-crypt, you notice that most of the necromanric smoke has dissipated and everything else is as you left it.
You then emerge back above ground, but still within the crypt. It is then that you notice the one exception to finding things as you left them, where you originally solved the puzzle. Two of the gems, the white diamond and the red ruby, are missing from their respective sockets.
Brother Keefe is not at his post just outside the crypt, but he had hinted at that possibility when you last saw him.
There sure are! The faint steps in the dust lead right into the secret opening under the sarcophagus where you just came from. They quickly mix with the many steps of the party who all came from that opening mere seconds ago. It would be impossible to follow them beyond that point as your own steps on this thin layer of dust have since destroyed the small footed footprints leading back into the under-crypt.
Alas, there is no need to follow the tracks. To your right and this time not bothering to hide it, Rag is in the process of trying to remove the blue sapphire from the carving with a thunderstorm in it. The gem seems to be winning though.
Outside of the crypt, the temperature changes somewhat abruptly. The cool of the underground lingered a bit inside the above ground portion of the crypt, but the humid afternoon air outside reminds you this has been a long day already. You judge it to be about two hours past the highsun, certainly no earlier. The path to the simple temple in the middle of the graveyard is clear. You recall that to be the place where Brother Keefe indicated he would likely be,
"It'll take more than a silly stick to take this dwarf down, Tormite." Drazzim says smugly. His expectation of magic isn't high. He follows the others out satisfied with his venturing with the others.
Graxx will walk the path to the entry of the temple but will not enter the temple. Does he notice anyone watching the group from afar such as behind Gravestones?
Utar checks to see if the tomb can be sealed before leaving it and heading up towards the temple with the others. "Best make sure nothing else comes crawling out of here."
Utar: The door is built in such a way that it can only be normally locked from the outside. It uses a regular lock, for which you know Brother Keefe has the key. The mechanism that sealed the door as part of the puzzle trap has been disarmed and tinkered with, and it won’t trigger again without some serious repairs. From seeing Rag poke at the blue sapphire, you are pretty sure who was behind that bit.
Graxx: You lead the group towards the temple. The cemetery is solemn and quiet, not a soul to be found near you or hiding behind a tombstone. You do see a weeping widower kneeling down at a grave in the distance, but that is even past the temple, and it would be out of your way to approach the individual.
This post has potentially manipulated dice roll results.
Utar attempts to slide the tomb door back into place after everyone has made their way out. Hurrying up to the temple following the others he reminds himself to tell Brother Keefe to lock the door.
Graxx will enter the temple behind Asley. Upon entering Graxx will take a step to the right and stand against the back wall to allow those good at conversation to do what they do best.
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As the group begins to collect their things and prepare to leave, Asley decides to have another look at the magic circle. All he can determine is that strong magic is needed to make effective use of this ritual(?) or whatever this is. What purpose it might serve, however, is harder to determine.
Drazzim urges the party to leave and Asley is rushed out before he can further analyze the circle. Once alone, the dwarf swings and hits the center rod. A loud crackling noise is heard for a brief moment, as if the rod was charged with lighting. The circle becomes smudged and the rod bent. Looking back at it from a distance, Asley concludes that whatever magic was imbued within the contraption has been dispersed.
As the group leaves, Neya expresses an interest in testing out one of the secret passages, but Graxx assures her that they would gain nothing from doing so. As such, the group takes he long way back. Graxx notices nothing new while tracking back.
(OOC: is Drazzim keeping that vial of poison residue?)
"Hah, there." Drazzim says smugly to himself. "Nothing a good dwarven axe can't fix!" He grabs the bent rod, and heads back to the group. "Nothin' to it, anyone want to take this? Think it's all broken, but bring it back as evidence or somethin'."
(If no one else wants the poison, he'll keep a hold of it. As mentioned, if it's in their hands, it's not in the bad guys'.)
OOC I had visions of peeling bits of Drazzim off the walls.
On their way our of the tomb, Utar will turn to Drazzim and look at the bent metal rod in his hands, "Thank Torm that we aren't carrying you out of here instead dwarf!"
Ashley is keeping his guard up while walking with the group. "I know we did a very good job and that we are obviously very good at this, but does anybody else get the feeling we have not figured this all out yet? I mean, we know someone was just in here creating terrible beasts and making potions to resurrect insane abominations. I just think we should not let our guards drop if this thing is going to come home the moment we try to leave the crypt."
"Yeah, there are too many questions that have been raised and far more are unanswered. But, we had not only discovered the secret of this crypt, but also have undone who knows how much work it took them to set up those traps, reanimate corpses and skeletons, create a makeshift... whatever that thing was supposed to be. If they were smart enough to accomplish all of that, I would actually be surprised if they DIDN'T move shop. "
Extended Signature
As you traverse the under-crypt, you notice that most of the necromanric smoke has dissipated and everything else is as you left it.
You then emerge back above ground, but still within the crypt. It is then that you notice the one exception to finding things as you left them, where you originally solved the puzzle. Two of the gems, the white diamond and the red ruby, are missing from their respective sockets.
Brother Keefe is not at his post just outside the crypt, but he had hinted at that possibility when you last saw him.
22
Graxx will look to see if he can determine if there are any tracks that are near where the jewels where and if so where they lead.
Survival: 18
There sure are! The faint steps in the dust lead right into the secret opening under the sarcophagus where you just came from. They quickly mix with the many steps of the party who all came from that opening mere seconds ago. It would be impossible to follow them beyond that point as your own steps on this thin layer of dust have since destroyed the small footed footprints leading back into the under-crypt.
Alas, there is no need to follow the tracks. To your right and this time not bothering to hide it, Rag is in the process of trying to remove the blue sapphire from the carving with a thunderstorm in it. The gem seems to be winning though.
“Hmph” Graxx grunts as he determines the source of the missing jewels. He will proceed outside and await the others.
Outside of the crypt, the temperature changes somewhat abruptly. The cool of the underground lingered a bit inside the above ground portion of the crypt, but the humid afternoon air outside reminds you this has been a long day already. You judge it to be about two hours past the highsun, certainly no earlier. The path to the simple temple in the middle of the graveyard is clear. You recall that to be the place where Brother Keefe indicated he would likely be,
"It'll take more than a silly stick to take this dwarf down, Tormite." Drazzim says smugly. His expectation of magic isn't high. He follows the others out satisfied with his venturing with the others.
Graxx will walk the path to the entry of the temple but will not enter the temple. Does he notice anyone watching the group from afar such as behind Gravestones?
Perception: 20
Neya, sick of crypts and graveyards for the time being, makes her way toward the temple
Extended Signature
Utar checks to see if the tomb can be sealed before leaving it and heading up towards the temple with the others. "Best make sure nothing else comes crawling out of here."
Investigation - 11
Utar: The door is built in such a way that it can only be normally locked from the outside. It uses a regular lock, for which you know Brother Keefe has the key. The mechanism that sealed the door as part of the puzzle trap has been disarmed and tinkered with, and it won’t trigger again without some serious repairs. From seeing Rag poke at the blue sapphire, you are pretty sure who was behind that bit.
Graxx: You lead the group towards the temple. The cemetery is solemn and quiet, not a soul to be found near you or hiding behind a tombstone. You do see a weeping widower kneeling down at a grave in the distance, but that is even past the temple, and it would be out of your way to approach the individual.
Utar attempts to slide the tomb door back into place after everyone has made their way out. Hurrying up to the temple following the others he reminds himself to tell Brother Keefe to lock the door.
Strength - 24
If the party is assembled at the temple, Asley would like to enter.
Graxx will enter the temple behind Asley. Upon entering Graxx will take a step to the right and stand against the back wall to allow those good at conversation to do what they do best.