Utar nods "I'm in agreement. Let's find out who trapped this room."
Before going down into the stairway, Utar turns to Brother Keefe, "I take it hidden stairs aren't part of the standard internment? It might be worth watching the door until we return."
Cato takes out his hankerchief, wiping the beads of nevous sweat beginning to form on is forehead. "Yes, let us determine the reason someone thought it prudent to guard this enigmatic crypt."
Rollback Post to RevisionRollBack
IRL: Dungeon Master--Adventures in the Cassitana Islands PbP: Player--Esvaris Liadon, Wood Elf Monk 2/Cleric 2--Clerical Heirs: A Divine Mystery
In response to Utar, Brother Keefe states "No, no they are not... cough cough. I guess I could wait for you just outside... cough.... and make sure the door remains open... But If I don't see you back up after some time, please understand I must head inside and rest a bit... couch couch..."
As the group starts to head down the steps, you notice two things:
Tracks in the dust covering the steps show they have been used recently by at least two human-sized creatures.
Rag ensures that he is the last one of the group to head down, bringing the rear.
Rag:
As you hang back and perform your investigation check, you notice that the gems cannot be pried free from their housings once inserted. They fit flush with the wall carvings after the puzzle has been solved. If you'd like to spend some extra time in this room, you could either:
Try to permanently deactivate the trap and see if this causes the gems to become more accessible. This would require a thieves' tools check (DEX-based) with a pretty high {DC 20} since this is a pretty complicated mechanism. Even if you succeed in deactivating the trap, there is no guarantee the gems would indeed become more accessible. The good news is that you have pretty high DEX, proficiency with the tools, and also Expertise, which would jointly give you a +9 bonus on the roll.
Do the trick with the string that you mentioned. Placing the string around the five gems simultaneously would require a sleight of hand check, not only for accomplishing the task but also to do it without raising suspicions from your allies. This would also have a {DC 20}. This would then be followed by a straight STR check to see if you can pull them out. The DC on this would be slightly lower, at a {DC 17}. The point here being that this trap might be a bit beyond a 2nd level character, as it is quite a masterful mechanism (you learn this from your investigation check). But with a bit of luck, you might just do it.
The stairs descend steeply, and then the passage continues, curving to the right and slightly downward in a long spiral. The curving passage continues to the south and curves west. (Welcome to the Under Crypt --the picture below should help: if you need to indicate where you'd like to move, especially during combat, use the letters and numbers like you'd do it in a chess match).
You notice that the ceiling is lower in this area (all ceilings down below are ten feet high so far), and none of the areas below the crypt are lit, as far as you can tell (those of you who do not have Darkvision as a racial trait, will have to find alternative ways of seeing down here).
It takes you some time, but with some hard work and some luck you are able to disable enough of the mechanism for you to conclude that it won't spring back up. It seems some of your natural halfling luck has also triggered. In the process of disarming the trap, two of the puzzle gems have loosened from their sockets: the white diamond and the red ruby. The other three stones remain flush with the wall and you are at the edge of your capabilities, you realize. There is nothing else you can do with your skill and available time, so the two gems you managed to get will have to do.
The gems are well cut, but small. You reckon you can get about 50gp for each of them, but would have to find the right buyer; perhaps someone in the black market (OOC: By the way, I noticed you have not picked a background for Rag. The Criminal background could be useful here. Regardless, please do so asap!).
Drazzim leads the way with his dwarven vision, tailor-made for such environments. He is accompanied by the equally adept vision of Utar, as well as Graxx. In the center, Neya illuminates the path with a torch, followed by Asley and Cato. It takes some time for the usually silent Rag to catch up, but eventually he does.
The passage continues to curve clockwise, the radius of the spiral increasing with each turn. Eventually, the passage opens into a chamber. Ten odd humanoid skeletons, topped with draconic skulls for armor, stand at attention, holding either shortswords or shortbows. At the back of the chamber is a large throne-like chair, currently empty, on a mahogany dais. The throne is flanked by two once-beautiful red curtains. The skeletons do not seem to be animated.
While his compatriots are Surviving and Perceiving, Asley takes a moment to give the skeletons a real good look from afar to check to see if any dust has collected on them to see if they have moved at all recently.
"I am ready to find whoever just tried to kill us and return the favor."
“Perfection. Unless there are any objections we should head down.“
(OOC: Unless there are any objectives we head down.)
Well, I hope there are objectives!
(OOC: Haha good catch!)
Extended Signature
(OOC: Asley said the right thing, but this idiot who's controlling him is a disaster.)
(OOC: The moment you realize your character is smarter than you are.)
Extended Signature
Utar nods "I'm in agreement. Let's find out who trapped this room."
Before going down into the stairway, Utar turns to Brother Keefe, "I take it hidden stairs aren't part of the standard internment? It might be worth watching the door until we return."
Utar: please roll a persuasion check.
Persuasion - 15
Cato takes out his hankerchief, wiping the beads of nevous sweat beginning to form on is forehead. "Yes, let us determine the reason someone thought it prudent to guard this enigmatic crypt."
IRL: Dungeon Master--Adventures in the Cassitana Islands
PbP: Player--Esvaris Liadon, Wood Elf Monk 2/Cleric 2--Clerical Heirs: A Divine Mystery
Neya gives Cato a quizzical look, "You... DO know he's talking about someone watching the place while we're down there...?"
Extended Signature
In response to Utar, Brother Keefe states "No, no they are not... cough cough. I guess I could wait for you just outside... cough.... and make sure the door remains open... But If I don't see you back up after some time, please understand I must head inside and rest a bit... couch couch..."
As the group starts to head down the steps, you notice two things:
Rag:
As you hang back and perform your investigation check, you notice that the gems cannot be pried free from their housings once inserted. They fit flush with the wall carvings after the puzzle has been solved. If you'd like to spend some extra time in this room, you could either:
The stairs descend steeply, and then the passage continues, curving to the right and slightly downward in a long spiral. The curving passage continues to the south and curves west. (Welcome to the Under Crypt --the picture below should help: if you need to indicate where you'd like to move, especially during combat, use the letters and numbers like you'd do it in a chess match).
You notice that the ceiling is lower in this area (all ceilings down below are ten feet high so far), and none of the areas below the crypt are lit, as far as you can tell (those of you who do not have Darkvision as a racial trait, will have to find alternative ways of seeing down here).
MAP:
Neya uses her tinder kit to light a torch.
(OOC: Formation-wise, Neya can fit on point and in the middle)
Extended Signature
(OOC: Asley’s at his best second from the back in formation.)
Drazzim would like to stand towards the front of the group with his glaive at the ready.
(Sorry for lack of posts, been under the weather and about to go away for a week.)
Rag:
It takes you some time, but with some hard work and some luck you are able to disable enough of the mechanism for you to conclude that it won't spring back up. It seems some of your natural halfling luck has also triggered. In the process of disarming the trap, two of the puzzle gems have loosened from their sockets: the white diamond and the red ruby. The other three stones remain flush with the wall and you are at the edge of your capabilities, you realize. There is nothing else you can do with your skill and available time, so the two gems you managed to get will have to do.
The gems are well cut, but small. You reckon you can get about 50gp for each of them, but would have to find the right buyer; perhaps someone in the black market (OOC: By the way, I noticed you have not picked a background for Rag. The Criminal background could be useful here. Regardless, please do so asap!).
Drazzim leads the way with his dwarven vision, tailor-made for such environments. He is accompanied by the equally adept vision of Utar, as well as Graxx. In the center, Neya illuminates the path with a torch, followed by Asley and Cato. It takes some time for the usually silent Rag to catch up, but eventually he does.
The passage continues to curve clockwise, the radius of the spiral increasing with each turn. Eventually, the passage opens into a chamber. Ten odd humanoid skeletons, topped with draconic skulls for armor, stand at attention, holding either shortswords or shortbows. At the back of the chamber is a large throne-like chair, currently empty, on a mahogany dais. The throne is flanked by two once-beautiful red curtains. The skeletons do not seem to be animated.
UPDATED MAP:
Is Graxx able to track the tracks we saw leading down the stairwell continue along a certain path in the room?
Survival: 24
"We were hit with ONE trap already, so I'm not giving this place the benefit of the doubt!"
Neya tries to spot pressure plates or other triggers around the intersection.
Perception: 22
Extended Signature
While his compatriots are Surviving and Perceiving, Asley takes a moment to give the skeletons a real good look from afar to check to see if any dust has collected on them to see if they have moved at all recently.
Investigation 4