Alright, thanks. I had um...put you in the wrong place....very sorry.
As the doors crack open, before you is a large, dark room with vaulted ceilings and two rows of seven church pews on either side. A very large stained glass piece depicting a humanoid symbol high above an altar at the far end directly ahead of you shines what little light there is on the scene. It basks everything in a strange, haunting golden glow. Draped directly behind the altar is a golden and red banner, shredded beyond much recognition by now.
The picture is what the stained glass depicts.
Everything is rotted or otherwise weathered beyond any kind of reasonable repair. The pews have not stood up to time very well. Most of the wood is crumbling or looks like it would crack if any weight was put to it. The air is stale and the smell is even worse inside.
There are piles of dead bodies to the left and right far walls. The culprit of the smell. The walls themselves are slick with a black and green slime in most areas; probably because of the Sea of the Dead slowly working its temperament on this place and all of the rotting dead and all of their...rotting. There's also some rotting looking corpses "sitting" in some of the pews. One has its head bent backwards so that it would be looking upside down at your intrepid party if it were alive. There are two corpses just ahead of you, on a ruffled part of a weathered red carpet that stretches up the center of the pews and ends at the altar. The two corpses each have a heavy bolt stuck in their temple.
The ceiling goes up for a good long ways, finally meeting high up vaulted at the center, and the area you find yourself looking ahead at is large (think overly large church, abandoned, and filled with piles of dead bodies here and there).
The altar, a good 50 feet from the entrance where you're all standing, looks golden in color. It's a smaller, golden version of the ones you saw just outside the massive doors.
To the left of the altar appears to be a caved in part of the temple. There once was probably a doorway there that lead somewhere. Now there's just a bunch of rubble and collapsed stone there, looking like it had caved in from within wherever it lead to.
On the right of the altar is a doorway that is free of obstruction. You can hear sounds from beyond the doorway. There are things here. Scrapping, moving.
GM with over 20 years of experience. I have a lot of great ideas. Some of them follow through. Others don't. Please don't take offense if I disappear suddenly. I have a life, too. Sometimes I get distra...
GM with over 20 years of experience. I have a lot of great ideas. Some of them follow through. Others don't. Please don't take offense if I disappear suddenly. I have a life, too. Sometimes I get distra...
This post has potentially manipulated dice roll results.
Boran investigates the two dead corpses trying to gauge whether the wounds were man made or the result of a trap. Having bolts through their temples seems like the precision of an expert.
Boran, the wounds to the temple look like they were impaled by someone, perhaps an expert marksman? Regardless, the wounds look ancient. The flesh has clung to the skeleton bones well though. Odd.
Odysseus, the doorway to the right at the far end by the altar, from where you’re standing, looks like it’s had its door pulled from the hinges a long time ago. Open doorway.
It’s definitely dim. Dark vision and daylight spells will help. Right now you’re dealing with a kind of really dim, weird golden moonlight.
Rollback Post to RevisionRollBack
GM with over 20 years of experience. I have a lot of great ideas. Some of them follow through. Others don't. Please don't take offense if I disappear suddenly. I have a life, too. Sometimes I get distra...
This post has potentially manipulated dice roll results.
"Those wounds could be from traps in the walls" Alzaren says, nodding at the dead bodies with bolts in their temples, then turning his attention to inspect the walls to either side of them to see if he can determine where they came from.
“I do not think the wounds were from traps. They are too precise. Besides, it looks as if this place has gone untouched for some time.”
Boran creeps toward the open doorway.
“Search this place for anything useful, I will keep watch by the door. These seem to be sounds of creatures and I bet they’ve built up quite an appetite”
If you’re referring to the bodies stacked along the walls...
The smell is overwhelming. Lucky for your spells. The piles are not methodical, seeming to be random. The bodies appear to be mostly elves, dwarves, halflings, etc...very few human corpses. The corpses also seem to be from all walks of life. Ruined and faded clothes indicate that nobility and poor both suffered the same fate.
As for the walls themselves containing traps...nothing of note catches your eye.
Boran, by the doorway, something stands your hairs up on end. A squishy and clicking sound can be heard from within. Too far away to be any real threat though. And the door was indeed ripped from the hinges some long time ago.
Jemrosh doesn’t have anything to say, for once. He’s too concerned with keeping his mouth and nose covered from the smell.
GM with over 20 years of experience. I have a lot of great ideas. Some of them follow through. Others don't. Please don't take offense if I disappear suddenly. I have a life, too. Sometimes I get distra...
Odysseus reaches Boran and concentrates to hear what he can, even realizing he is not really trying to hear , he is like using is inner feeling to understand more
Realizing what odysseus is doing, Alzaren decides it's a good plan to see what they can sense around them and reaches out with his own primal awareness to feel for creatures nearby (1st level spell slot).
Primeval AwarenessPHB92
As an action, you can expend one ranger spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain). This feature doesn’t reveal the creatures’ location or number.
Odyssues, with your divine sense, you can feel a strong undead presence directly down what’s probably a lone hallway the doorway leads to. Must’ve been moving toward you. It’s about 60 feet away. The odor nearly knocks you over.
Alzaren, you can sense the same. A strong undead and dread feeling. You also sense the skitter scatter and clicks of about 3 small aberrations. That would explain the little clicking sounds. They seem to be from further down the corridor as well. The exact location can’t be pinpointed.
Alzaren, also with your one mile radius, you can sense more evils lurking about.
GM with over 20 years of experience. I have a lot of great ideas. Some of them follow through. Others don't. Please don't take offense if I disappear suddenly. I have a life, too. Sometimes I get distra...
Perzival, in response to your outward question, Jemrosh speaks. “The...Machine”. He quickly covers his nose and mouth again, dry heaving into his hands.
Rollback Post to RevisionRollBack
GM with over 20 years of experience. I have a lot of great ideas. Some of them follow through. Others don't. Please don't take offense if I disappear suddenly. I have a life, too. Sometimes I get distra...
"Undeads presence ahead, so stick with me...after all we don't have that much choice"
Thus he holds his scimitar (who also spreads daylight), looks beyond the doorway and, if there is no close threat, he decided to go ahead little by little
ooc: when I say stick with me is also because a paladin of such level gives:
AURA OF PROTECTION: While you are conscious, you grant all friendly creatures (including you) within 10 ft. a +2 bonus to all saving throws. [18th] Range increases to 30 ft.
and
AURA OF COURAGE: While you are conscious, you and friendly creatures within 10 ft, can’t be frightened. [18th] Range increases to 30 ft.
@dm: I think nobody asked so far, are all the corpses without any equipment, just the body (or what is left of it)? If the answer is YES, please describe cause I will surely re-state this post
Boran creeps down the corridor along with Odysseus trying to stay at his side. If the corridor is not wide enough he will let Odysseus lead the way with his lit scimitar
@dm: I think nobody asked so far, are all the corpses without any equipment, just the body (or what is left of it)? If the answer is YES, please describe cause I will surely re-state this post
: Just the bodies. No equipment.
Rollback Post to RevisionRollBack
GM with over 20 years of experience. I have a lot of great ideas. Some of them follow through. Others don't. Please don't take offense if I disappear suddenly. I have a life, too. Sometimes I get distra...
Okay, go on.
Ok
Alright, thanks. I had um...put you in the wrong place....very sorry.
As the doors crack open, before you is a large, dark room with vaulted ceilings and two rows of seven church pews on either side. A very large stained glass piece depicting a humanoid symbol high above an altar at the far end directly ahead of you shines what little light there is on the scene. It basks everything in a strange, haunting golden glow. Draped directly behind the altar is a golden and red banner, shredded beyond much recognition by now.
The picture is what the stained glass depicts.
Everything is rotted or otherwise weathered beyond any kind of reasonable repair. The pews have not stood up to time very well. Most of the wood is crumbling or looks like it would crack if any weight was put to it. The air is stale and the smell is even worse inside.
There are piles of dead bodies to the left and right far walls. The culprit of the smell. The walls themselves are slick with a black and green slime in most areas; probably because of the Sea of the Dead slowly working its temperament on this place and all of the rotting dead and all of their...rotting. There's also some rotting looking corpses "sitting" in some of the pews. One has its head bent backwards so that it would be looking upside down at your intrepid party if it were alive. There are two corpses just ahead of you, on a ruffled part of a weathered red carpet that stretches up the center of the pews and ends at the altar. The two corpses each have a heavy bolt stuck in their temple.
The ceiling goes up for a good long ways, finally meeting high up vaulted at the center, and the area you find yourself looking ahead at is large (think overly large church, abandoned, and filled with piles of dead bodies here and there).
The altar, a good 50 feet from the entrance where you're all standing, looks golden in color. It's a smaller, golden version of the ones you saw just outside the massive doors.
To the left of the altar appears to be a caved in part of the temple. There once was probably a doorway there that lead somewhere. Now there's just a bunch of rubble and collapsed stone there, looking like it had caved in from within wherever it lead to.
On the right of the altar is a doorway that is free of obstruction. You can hear sounds from beyond the doorway. There are things here. Scrapping, moving.
GM with over 20 years of experience. I have a lot of great ideas. Some of them follow through. Others don't. Please don't take offense if I disappear suddenly. I have a life, too. Sometimes I get distra...
I'll let you guys keep your rolls if you want. Or, if you feel you could roll better, go for it.
Note: same music for the feel of the place for those that partake :)
GM with over 20 years of experience. I have a lot of great ideas. Some of them follow through. Others don't. Please don't take offense if I disappear suddenly. I have a life, too. Sometimes I get distra...
Boran investigates the two dead corpses trying to gauge whether the wounds were man made or the result of a trap. Having bolts through their temples seems like the precision of an expert.
Investigation: 20
Ooc: Is it lit or very dark? I must know if I should I keep the daylight spell.
The doorway at the altar is “closable” by some door or is it just a way to pass through?
Boran, the wounds to the temple look like they were impaled by someone, perhaps an expert marksman? Regardless, the wounds look ancient. The flesh has clung to the skeleton bones well though. Odd.
Odysseus, the doorway to the right at the far end by the altar, from where you’re standing, looks like it’s had its door pulled from the hinges a long time ago. Open doorway.
It’s definitely dim. Dark vision and daylight spells will help. Right now you’re dealing with a kind of really dim, weird golden moonlight.
GM with over 20 years of experience. I have a lot of great ideas. Some of them follow through. Others don't. Please don't take offense if I disappear suddenly. I have a life, too. Sometimes I get distra...
"Those wounds could be from traps in the walls" Alzaren says, nodding at the dead bodies with bolts in their temples, then turning his attention to inspect the walls to either side of them to see if he can determine where they came from.
Investigation: 12
(should have kept my original one :P)
“I do not think the wounds were from traps. They are too precise. Besides, it looks as if this place has gone untouched for some time.”
Boran creeps toward the open doorway.
“Search this place for anything useful, I will keep watch by the door. These seem to be sounds of creatures and I bet they’ve built up quite an appetite”
Alzaren, I’ll let you keep the original roll.
If you’re referring to the bodies stacked along the walls...
The smell is overwhelming. Lucky for your spells. The piles are not methodical, seeming to be random. The bodies appear to be mostly elves, dwarves, halflings, etc...very few human corpses. The corpses also seem to be from all walks of life. Ruined and faded clothes indicate that nobility and poor both suffered the same fate.
As for the walls themselves containing traps...nothing of note catches your eye.
Boran, by the doorway, something stands your hairs up on end. A squishy and clicking sound can be heard from within. Too far away to be any real threat though. And the door was indeed ripped from the hinges some long time ago.
Jemrosh doesn’t have anything to say, for once. He’s too concerned with keeping his mouth and nose covered from the smell.
GM with over 20 years of experience. I have a lot of great ideas. Some of them follow through. Others don't. Please don't take offense if I disappear suddenly. I have a life, too. Sometimes I get distra...
"People of all types, brought to this dread island, but why? And how?"
Odysseus reaches Boran and concentrates to hear what he can, even realizing he is not really trying to hear , he is like using is inner feeling to understand more
DIVINE SENSE
Realizing what odysseus is doing, Alzaren decides it's a good plan to see what they can sense around them and reaches out with his own primal awareness to feel for creatures nearby (1st level spell slot).
As an action, you can expend one ranger spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain). This feature doesn’t reveal the creatures’ location or number.
Odyssues, with your divine sense, you can feel a strong undead presence directly down what’s probably a lone hallway the doorway leads to. Must’ve been moving toward you. It’s about 60 feet away. The odor nearly knocks you over.
Alzaren, you can sense the same. A strong undead and dread feeling. You also sense the skitter scatter and clicks of about 3 small aberrations. That would explain the little clicking sounds. They seem to be from further down the corridor as well. The exact location can’t be pinpointed.
Alzaren, also with your one mile radius, you can sense more evils lurking about.
GM with over 20 years of experience. I have a lot of great ideas. Some of them follow through. Others don't. Please don't take offense if I disappear suddenly. I have a life, too. Sometimes I get distra...
Perzival, in response to your outward question, Jemrosh speaks. “The...Machine”. He quickly covers his nose and mouth again, dry heaving into his hands.
GM with over 20 years of experience. I have a lot of great ideas. Some of them follow through. Others don't. Please don't take offense if I disappear suddenly. I have a life, too. Sometimes I get distra...
Odysseus relates to the others what he has found:
"Undeads presence ahead, so stick with me...after all we don't have that much choice"
Thus he holds his scimitar (who also spreads daylight), looks beyond the doorway and, if there is no close threat, he decided to go ahead little by little
ooc: when I say stick with me is also because a paladin of such level gives:
AURA OF PROTECTION: While you are conscious, you grant all friendly creatures (including you) within 10 ft. a +2 bonus to all saving throws. [18th] Range increases to 30 ft.
and
AURA OF COURAGE: While you are conscious, you and friendly creatures within 10 ft, can’t be frightened. [18th] Range increases to 30 ft.
@dm: I think nobody asked so far, are all the corpses without any equipment, just the body (or what is left of it)? If the answer is YES, please describe cause I will surely re-state this post
Boran creeps down the corridor along with Odysseus trying to stay at his side. If the corridor is not wide enough he will let Odysseus lead the way with his lit scimitar
"Not just undead," Alzaren says. "There's several abbe rations down there, and other evil presences in the area as well."
He follows the others into the corridor, staying 10 feet behind Odysseus (unless it's single person wide, in which case I'll take the back)
: Just the bodies. No equipment.
GM with over 20 years of experience. I have a lot of great ideas. Some of them follow through. Others don't. Please don't take offense if I disappear suddenly. I have a life, too. Sometimes I get distra...
Ok let’s go ahead