As Fujin is falling, he screams out "Aie Boblvyn! Still be havin' that feather falling magic you never u- Shit, wrong group!" The dwarf thinks quick and pulls his hammer off of his back, bringing it above his head and holding it there. As he's about to land he does a somersault in the air and brings the gilded hammer down to strike the ground before he lands with a mighty wave of energy, using the push-back feature of it to try to create a strong opposite force and somewhat break his fall.
Three, Shere, and Fujin land at the bottom of the now collapsed section of the temple. Rivon uses his Immovable Rod to secure himself a few feet above the ground and reaches out to grab one of his friends, as he reaches out, he is able to grab onto Fujin, but is not able to hold himself and Fujin to the rod, he holds tighter to the rod and lets Fujin go, which helps Fujin perform the flip he was intending to do. Before Rivon can get caught in the falling debris above them, he releases his rod and drops safely to the ground.
You are in a long, narrow chamber, running east-west. In the center of this apartment is a domed shape on the floor. In the east wall is a blank-faced stone door. The west end of the room is blocked by fallen stone and rubble, apparently the result of a collapse. The two side walls appear to have several niches cut into them.
The shape in the center of the chamber appears to be a small alcove, protected by a half-dome with the open end facing toward the door in the east wall. This alcove is set in a recessed, shallow, tiled well, one foot deep and ten feet wide. The alcove itself is four feet high. The recess contains some sort of display.
The display appears to be a diorama depicting a hunting party of Olman warriors, in feathers and deer-hide garments, in a mountainside scene. Some have pulled down a stag with the aid of a dog, another group is cleaning a small mule deer, and others have cornered a panther with their spears. A scout watches the panther from an outcropping above. He holds a metal staff with a loop in its end. It looks like a shepherd’s crook.
The three niches on both the northern and southern walls are five feet wide and about three feet off the floor. Each niche contains a diorama depicting some aspect of tribal life. The six-inch-tall figures in all of the displays appear to be made of stucco, realistically and brightly painted. The scenes portrayed represent fishing, farming, religion, warfare, the creation story, and crafting.
A cave-in completely blocks the west end of the chamber. At short intervals, small amounts of rubble and dirt come spilling into the room. Several large stones appear to have wedged themselves tightly, closing the collapse.
As you look around to get your bearings, you notice that the room has an amber-colored haze that lightly obscures the room. You notice as you breathe the air in this room, that your lungs are slightly irritated.
Rollback Post to RevisionRollBack
Dungeon Master- Balar's Tales from the Yawning Portal
Asmodai | Feral Tiefling - Rogue 2| AC 15 HP 15| Passive Perception: 10; Passive Investigation: 12; Passive Insight: 10| Equipped: Studded Leather Armor, Rapier, Short Bow, 2 Daggers, Backpack, Quiver and Boots of Elvenkind | Wielding: Rapier and Dagger sheathed, Shortbow slung over back
This post has potentially manipulated dice roll results.
After landing, the dwarf looks around at everyone else. "Aie, everyone alright, no broken ankles? Where's Toot at?"
After coughing from breathing in, Fujin holds and looks at the Periapt of Health he got back in Waterdeep that is hung around his neck, resting assured that if this is some kind of disease giving toxin he will be perfectly fine. However, he pauses for a moment after thinking that, realizing that if it is just some regular sort of toxin he's in a less favorable position. "Aie, I'll probably be better off than you fellas if this smog turns out to be something poisonous since I'm a dwarf. What would you all have me do?"
Fujin keeps his hammer out and ready to swing. If anything foul lunges at him from the shadows, it's getting a healthy dose of Faithbreaker to the face. Readied Warhammer Attack To Hit: 14 Bludgeoning Damage: 13
Rollback Post to RevisionRollBack
Traveling the vast lands of Idisten vicariously via my players.
This post has potentially manipulated dice roll results.
After spending some time getting back to her feet while rubbing a soar bum, Three almost became immediately fascinated by the various diorama's throughout the room from the moment she laid eyes upon them! If it but were not for Fujin mention ofpoison being possibly in the air, any thought to the amber haze and itchy throat might've been merely dismissed as lingering dust in the air. Instead with a start, she started to cover her mouth with an arm, realized the futility in the action, and then began looking frantically around for an --
"Oh! Wait! There's a-..."She said muffled at first, before dropping the arm in a huff and continuing, "There's a door right there! Let's just let some of this out."Three said while briskly making for the eastern door if noone stops her. However, just before trying to open the door a thought occurs that swiftly led to her taking a moment to willfully sniff and taste the air, trying to determine what if any sort of poison was floating about, or if the amber gas was something else all together.
Rivon immediately hides in the shadows, covering his mouth with his helmet, but not to much effect. Fujin, stands and gets ready for a fight. Three tries to cover her mouth with her arm, realizing that it does no good, then walks over to the door and contemplates opening it before sniffing and tasting the air to try and determine if it's poisoned. She comes to the conclusion that this is just really old and stale air. Shere covers his face with his cloak, which helps a little but still does not block the bad air from getting into his mouth and nose. He tries to determine some information about the mold in the room and determines that it's regular underground mold and not dangerous to adventuring parties, but the air does contain a highly toxic poison that could potentially slowly kill the party if it's not vented out somehow. He also tries to remember anything he can about the warriors in the diorama, and notices that they look like an ancient tribe of peoples called the Olmec.
Rollback Post to RevisionRollBack
Dungeon Master- Balar's Tales from the Yawning Portal
Asmodai | Feral Tiefling - Rogue 2| AC 15 HP 15| Passive Perception: 10; Passive Investigation: 12; Passive Insight: 10| Equipped: Studded Leather Armor, Rapier, Short Bow, 2 Daggers, Backpack, Quiver and Boots of Elvenkind | Wielding: Rapier and Dagger sheathed, Shortbow slung over back
"The stale airr contains a poison that will affect us, kill us. It needs to be vented. I don't know much about the diorrama but the natives are called Olmec" Shere casts detect magic, ritually. Then examines the reliefs
Shere moves to examine the reliefs after performing a small ritual. Shere notices a very faint glow of Transfiguration magic on the figurines. As he examines the differnt areas he notices:
Center Display. The diorama in the alcove holds twelve tribal warriors, one scout, a mastiff, and a panther, and some deer.
Niche A. In a river scene, a dozen commoners gather rushes, fish with nets, and carve a dugout.
Niche B. Twelve commoners are engaged in farming, planting maize and harvesting wheat. Five tribal warriors stand guard, and a priest in a bird costume is blessing the fields.
Niche C. The display portrays a temple upon a tiered pyramid. Seven commoners are bringing small offerings of gold and jade. Before the temple stands a priest handling a constrictor snake. Around him stand three costumed tribal warriors. One, dressed as a winged serpent, holds a spear; another is dressed as a bear with razor claws; the third represents a coyote holding a torch. There are also several stone statues of the gods.
Niche D. A scene of tribal warfare involves twenty tribal warriors in combat. The ten warriors of one side are painted black, while the ten others are done in red.
Niche E. In the display that depicts the creation of the world, all the statuettes are stylized and obviously nonhuman. A god, adorned in green quetzal feathers, is mixing ashes with blood to form sculptures of a man and woman, while four towering figures painted red, black, blue, and white are standing about a fire committing suicide with their daggers. Two smaller figures are ringed by the four—the modest “Pimply One” is being consumed by the fire, while the braggart “Lord of Snails” cowers in fear.
Niche F. In a scene that shows various forms of crafting, twelve commoners are busy weaving rugs and baskets, carving totems, making pots, grinding stones for weapons, and making clothes.
(OOC: With the Detect Magic, I did not include any items that members of the group are wearing/using.)
Rollback Post to RevisionRollBack
Dungeon Master- Balar's Tales from the Yawning Portal
Asmodai | Feral Tiefling - Rogue 2| AC 15 HP 15| Passive Perception: 10; Passive Investigation: 12; Passive Insight: 10| Equipped: Studded Leather Armor, Rapier, Short Bow, 2 Daggers, Backpack, Quiver and Boots of Elvenkind | Wielding: Rapier and Dagger sheathed, Shortbow slung over back
This post has potentially manipulated dice roll results.
Despite assuring herself of otherwise, hearing Shere correct her about the yellow haze lead Three to rushing all the more quickly to the door to try and open it. Realizing however that there no obvious on it, instincts compel her to try and shove it open next.
-Strength Check: 9.
(OOC: Above game, I presume its physically impossible for anyone to actually push the door, but on the off chance it isn't and that there's the roll. Otherwise the roll above can be treated as purely for flavor.)
And when that eventually goes poorly(though hopefully not so poorly that a trap triggers), an out of breath Three eventually slumps against the base of the door, groaning and grumbling about the door. She even calls it a few childish insults to boot, or started to at least, but stopped just short at a word from Shere. "Oh, well... That's cool 'n all I guess?" The hybrid said glumly at first before suddenly gasping and calling out, "Oh! Maybe one of them can open the door!"Though still a bit winded, Three gradually pulls herself back up to her feet and places a hand on the door. "Once it opens, I'll try to keep it propped open."
Thankfully recognizing the voice as Rivon's(maybe?), Three doesn't even try to look for the source, and instead gives the door at least another once over. "Nope. Still can't find anything to pull. I mean, MAYBE if I could these stupid sausage fingers into the seams I could maybe try that, but they ain't that squishy."She says, insulting her honestly not at all chunky fingers. "I could maybe wedge mr. Axe-y in there in the seams, but I kinda don't wanna snap it, ya know?"
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
"The doorr? We'rre underr grround it's probably worrse beyond it, Thrree. But the diorrama the picturres may hold the key. Maybe the physical key to open." He tries to think logically "If I had tools, I would check the centerr display to find it"
He moves to the center display and investigates "Rrivon, I need yourr help."
If needed Acrobatics(+7)19/19 in the game log to roll and land on his feet.
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
As Fujin is falling, he screams out "Aie Boblvyn! Still be havin' that feather falling magic you never u- Shit, wrong group!" The dwarf thinks quick and pulls his hammer off of his back, bringing it above his head and holding it there. As he's about to land he does a somersault in the air and brings the gilded hammer down to strike the ground before he lands with a mighty wave of energy, using the push-back feature of it to try to create a strong opposite force and somewhat break his fall.
Traveling the vast lands of Idisten vicariously via my players.
Three, Shere, and Fujin land at the bottom of the now collapsed section of the temple. Rivon uses his Immovable Rod to secure himself a few feet above the ground and reaches out to grab one of his friends, as he reaches out, he is able to grab onto Fujin, but is not able to hold himself and Fujin to the rod, he holds tighter to the rod and lets Fujin go, which helps Fujin perform the flip he was intending to do. Before Rivon can get caught in the falling debris above them, he releases his rod and drops safely to the ground.
Dungeon Master - Balar's Tales from the Yawning Portal
Asmodai | Feral Tiefling - Rogue 2| AC 15 HP 15| Passive Perception: 10; Passive Investigation: 12; Passive Insight: 10| Equipped: Studded Leather Armor, Rapier, Short Bow, 2 Daggers, Backpack, Quiver and Boots of Elvenkind | Wielding: Rapier and Dagger sheathed, Shortbow slung over back
Rivon snugs his Helm of Underwater Action tightly. He's not technically under water, but he's secretly hoping it acts like a magic air filter.
He then ducks into the shadows, bow at the ready. Not sure what they've fallen into, he's not taking chances in the open.
Stealth (to not be seen): 18
After landing, the dwarf looks around at everyone else. "Aie, everyone alright, no broken ankles? Where's Toot at?"
After coughing from breathing in, Fujin holds and looks at the Periapt of Health he got back in Waterdeep that is hung around his neck, resting assured that if this is some kind of disease giving toxin he will be perfectly fine. However, he pauses for a moment after thinking that, realizing that if it is just some regular sort of toxin he's in a less favorable position. "Aie, I'll probably be better off than you fellas if this smog turns out to be something poisonous since I'm a dwarf. What would you all have me do?"
Fujin keeps his hammer out and ready to swing. If anything foul lunges at him from the shadows, it's getting a healthy dose of Faithbreaker to the face.
Readied Warhammer Attack
To Hit: 14
Bludgeoning Damage: 13
Traveling the vast lands of Idisten vicariously via my players.
After spending some time getting back to her feet while rubbing a soar bum, Three almost became immediately fascinated by the various diorama's throughout the room from the moment she laid eyes upon them! If it but were not for Fujin mention ofpoison being possibly in the air, any thought to the amber haze and itchy throat might've been merely dismissed as lingering dust in the air. Instead with a start, she started to cover her mouth with an arm, realized the futility in the action, and then began looking frantically around for an --
"Oh! Wait! There's a-..." She said muffled at first, before dropping the arm in a huff and continuing, "There's a door right there! Let's just let some of this out." Three said while briskly making for the eastern door if noone stops her. However, just before trying to open the door a thought occurs that swiftly led to her taking a moment to willfully sniff and taste the air, trying to determine what if any sort of poison was floating about, or if the amber gas was something else all together.
-Nature: 17.
When you realize you're doing too much: Signature.
Shere says to Three "Coughs, No, you maybe letting it in! Senora" He looks around as he covers his mouth and nose with his elven cloak as a filter.
Nature 22 in game log
He tries to remember anything about the warriors in the diorama
History 16 Game Log
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Nature is for the mold
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Rivon immediately hides in the shadows, covering his mouth with his helmet, but not to much effect. Fujin, stands and gets ready for a fight. Three tries to cover her mouth with her arm, realizing that it does no good, then walks over to the door and contemplates opening it before sniffing and tasting the air to try and determine if it's poisoned. She comes to the conclusion that this is just really old and stale air. Shere covers his face with his cloak, which helps a little but still does not block the bad air from getting into his mouth and nose. He tries to determine some information about the mold in the room and determines that it's regular underground mold and not dangerous to adventuring parties, but the air does contain a highly toxic poison that could potentially slowly kill the party if it's not vented out somehow. He also tries to remember anything he can about the warriors in the diorama, and notices that they look like an ancient tribe of peoples called the Olmec.
Dungeon Master - Balar's Tales from the Yawning Portal
Asmodai | Feral Tiefling - Rogue 2| AC 15 HP 15| Passive Perception: 10; Passive Investigation: 12; Passive Insight: 10| Equipped: Studded Leather Armor, Rapier, Short Bow, 2 Daggers, Backpack, Quiver and Boots of Elvenkind | Wielding: Rapier and Dagger sheathed, Shortbow slung over back
"The stale airr contains a poison that will affect us, kill us. It needs to be vented. I don't know much about the diorrama but the natives are called Olmec" Shere casts detect magic, ritually. Then examines the reliefs
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Shere moves to examine the reliefs after performing a small ritual. Shere notices a very faint glow of Transfiguration magic on the figurines. As he examines the differnt areas he notices:
Center Display. The diorama in the alcove holds twelve tribal warriors, one scout, a mastiff, and a panther, and some deer.
Niche A. In a river scene, a dozen commoners gather rushes, fish with nets, and carve a dugout.
Niche B. Twelve commoners are engaged in farming, planting maize and harvesting wheat. Five tribal warriors stand guard, and a priest in a bird costume is blessing the fields.
Niche C. The display portrays a temple upon a tiered pyramid. Seven commoners are bringing small offerings of gold and jade. Before the temple stands a priest handling a constrictor snake. Around him stand three costumed tribal warriors. One, dressed as a winged serpent, holds a spear; another is dressed as a bear with razor claws; the third represents a coyote holding a torch. There are also several stone statues of the gods.
Niche D. A scene of tribal warfare involves twenty tribal warriors in combat. The ten warriors of one side are painted black, while the ten others are done in red.
Niche E. In the display that depicts the creation of the world, all the statuettes are stylized and obviously nonhuman. A god, adorned in green quetzal feathers, is mixing ashes with blood to form sculptures of a man and woman, while four towering figures painted red, black, blue, and white are standing about a fire committing suicide with their daggers. Two smaller figures are ringed by the four—the modest “Pimply One” is being consumed by the fire, while the braggart “Lord of Snails” cowers in fear.
Niche F. In a scene that shows various forms of crafting, twelve commoners are busy weaving rugs and baskets, carving totems, making pots, grinding stones for weapons, and making clothes.
(OOC: With the Detect Magic, I did not include any items that members of the group are wearing/using.)
Dungeon Master - Balar's Tales from the Yawning Portal
Asmodai | Feral Tiefling - Rogue 2| AC 15 HP 15| Passive Perception: 10; Passive Investigation: 12; Passive Insight: 10| Equipped: Studded Leather Armor, Rapier, Short Bow, 2 Daggers, Backpack, Quiver and Boots of Elvenkind | Wielding: Rapier and Dagger sheathed, Shortbow slung over back
Shere checks out A. more closely, for fun.
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Shere starts playing with some of the figurines in Niche A.
Dungeon Master - Balar's Tales from the Yawning Portal
Asmodai | Feral Tiefling - Rogue 2| AC 15 HP 15| Passive Perception: 10; Passive Investigation: 12; Passive Insight: 10| Equipped: Studded Leather Armor, Rapier, Short Bow, 2 Daggers, Backpack, Quiver and Boots of Elvenkind | Wielding: Rapier and Dagger sheathed, Shortbow slung over back
"Seem's the diorramas have magical prroperties amigoes, I don't know what trriggers the transformation, it has."
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Despite assuring herself of otherwise, hearing Shere correct her about the yellow haze lead Three to rushing all the more quickly to the door to try and open it. Realizing however that there no obvious on it, instincts compel her to try and shove it open next.
-Strength Check: 9.
(OOC: Above game, I presume its physically impossible for anyone to actually push the door, but on the off chance it isn't and that there's the roll. Otherwise the roll above can be treated as purely for flavor.)
And when that eventually goes poorly(though hopefully not so poorly that a trap triggers), an out of breath Three eventually slumps against the base of the door, groaning and grumbling about the door. She even calls it a few childish insults to boot, or started to at least, but stopped just short at a word from Shere. "Oh, well... That's cool 'n all I guess?" The hybrid said glumly at first before suddenly gasping and calling out, "Oh! Maybe one of them can open the door!" Though still a bit winded, Three gradually pulls herself back up to her feet and places a hand on the door. "Once it opens, I'll try to keep it propped open."
When you realize you're doing too much: Signature.
From the shadows Three hears a disembodied voice suggest, "Try pulling it open."
Thankfully recognizing the voice as Rivon's(maybe?), Three doesn't even try to look for the source, and instead gives the door at least another once over. "Nope. Still can't find anything to pull. I mean, MAYBE if I could these stupid sausage fingers into the seams I could maybe try that, but they ain't that squishy." She says, insulting her honestly not at all chunky fingers. "I could maybe wedge mr. Axe-y in there in the seams, but I kinda don't wanna snap it, ya know?"
When you realize you're doing too much: Signature.
"The doorr? We'rre underr grround it's probably worrse beyond it, Thrree. But the diorrama the picturres may hold the key. Maybe the physical key to open." He tries to think logically "If I had tools, I would check the centerr display to find it"
He moves to the center display and investigates "Rrivon, I need yourr help."
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Rivon pops up immediately behind and startlingly close to Shere. "Whatcha need?"
"Would, you check for traps and secrret things?" Shere states.
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please