This post has potentially manipulated dice roll results.
After giving what she feels is sufficient time to listen in at the door, Naivara is hopeful that putting everything back in place in the room will reverse the awakening of the skeletons. She rushes over and shuts the sarcophagus that was opened by Swift, then moves back to where Nighthawk is standing by the first.
As she moves through the room, she whispers to the skeletons in Elven:
Insight 15 (checking intentions of skeletons and predicting their moves)
“I do not believe we need to choose this battle. I believe that this room, although enchanted, does not have anything to do with the current battle. Do we want to be robbers of the Tresendar graves? Do we want to destroy the magics they have placed around their resting places? My gut says that we could put things back and walk away from this one should we choose. Our quarrels do not lie here.”
Naivara moves to the door on the North Eastern side of the room. She listens carefully for sounds beyond this door. She has a strong feeling they are close to something. Perhaps the hostages she is expecting to meet. She hopes to hear their breath.
Perception 11
Naivara is visibly torn: desperate to ascertain what lies beyond the mysterious door at strong odds with her need to monitor the awakened skeletons. Decision made, she stands with her back to the door and listens, however offers most of her attention to the undead and their unusual behaviour.
From behind the door, she hears a muffled conversation and some unfriendly laughter. It is enough to know there are people beyond the door, but not how many or of what kind. It is also, both reassuringly and surprisingly, safe to note that your presence has not yet been noted.
With this small comfort, Naivara keeps an ear out but reflects on the skeleton's actions with greater clarity.
Curiously, the skeletons have not attacked yet, despite several opportunities already. Why not? Had their intentions been outwardly sinister, this would have been likely, confirming Stig's knowledge that this is an enchantment. Naivara replays the party movements since they entered the tomb, raising several questions.
'Night Hawke rushed in to open the first sarcophagus, yet the skeletons did not react... Why?'
'I then moved to closer to the north-eastern door, looking for a connection between 'Illefarn' and the spreading oak. We all agreed that something happened with the undead guardians, but then all went still again.'
'Swift moved to the north-western sarcophagus, which is when they came to life again.' Each of the three skeletons turned to face her. Odd, as even though Stig had just disarmed one of them and I was closer to another, they are all approaching Swift.'
You are know you are on to something - it's right at the edge of your mind - but you can't quite connect it all.
Swift and Naivara exchange places - the skeletons keep advancing. To reinforce her earlier thoughts, the skeleton closest to Stig shoves past him and slowly moves towards Swift. The three undead all but ignore each other member of the group, focussing solely on Swift.
Adon Aegisess! Sha’Tel’Tresendar! Qu Ondath. Qu murmë! The phrase is whispered, but with significant force. The skeletons stop for a moment, lowering their weapons and everyone sighs in relief - particularly Swift!
But then the peace is over and they continue their advance, the two sword-wielding undead raising their weapons once again. It would appear they intend to strike.
This post has potentially manipulated dice roll results.
With one last look down the hall, and trusting on the pit to protect any swift attack from behind, Asmodean strides commandingly into the room. Shudders when he sees undead creatures, thinks about heading back to guard duty, but ultimately seeks to join the fray.
Initiative Rolls 17
But it appears that the time taken to consider a move back into the corridor has taken away the opportunity to be the first to act.
Swift feels cornered and somewhat threatened. The raised swords bother her. Still, perhaps the appearance of attack will not be an actual attack. Also, she notes mentally that they paused when Naivara spoke those eleven words. She implores Naivara “Speak those elvish words again!”
Many thoughts tumble through her head: ...flee.... ....go back to the sarcophagus you opened earlier, perhaps there is some significance with this sarcophagus... ...illefarn... is that what Naivara called earlier as she, Swift reached the sarcophagus?...
“ILLEFARN!” Swift shouts as she starts to run, attempting to go between the two closest skeletons, back to the sarcophagus she opened earlier. The eleven tongue is unfamiliar. She hopes the pronunciation is right and shouting out the word actually does something useful.
Asmodean enters the room and sees panic begin to take over Swift. As the skeletons begin to surround her, Swift calls for Naivara's words a second time. Not allowing the cleric time to acquiesce, Swift makes to moves and distance herself from the undead, weaving between them. The skeletons make use of the opening and raise their blades to attack, bones rattling viciously.
'Illefarn!'
The elvish word rings out across the room, echoing off the walls. The result is immediate. The skeletons, who moments ago were poised to unleash their attack, lower their arms, turn from Swift and return to their posts. Illefarn, you now understand, acts as a command for the skeleton guardians to distinguish between friend and foe. What you initially believed to trigger their enchantment - that being the desecration of the sarcophagi - in fact appears to be a proximity to either of the northern two doors. While the reason behind it might not be clear, you are fairly confident in your observation.
As silence falls over the room, you each listen with held breath.
A moment later, the silence is broken by a gruff voice calling out from beyond the north-eastern.
" 'Illefarn!' Ha, hear that boys? That's the sound of a scared little mouse coming to play in Glassstaff's domain. If skeletons be their biggest fear, let's bring these ones back to life... and give 'em a few more while their at it! Their corpses can join Glasstaff's hordes." From behind the door you hear some brief noise, then quiet again. "Come on in, little mouse. We've got a party ready for ye!"
She follows Stig’s lead and disarms the other two skeletons. She throws the two weapons to Asmodean, hoping that he will take them back to that pit that he seems so interested in.
”It’s that door as well as the words.. There’s definitely trouble on the other side.” She says to the others. ”Might I suggest we take the northern door and see if there is another way in? Virran? Will you scout north and see if we can get into that room another way?”
(OOC: Stig's detect magic has a 30 foot radius. Can he detect anything from the direction of the voice, or anywhere else beyond the walls of this room for that matter?)
Swift's sense of panic subsides as she breaks free from the approaching skeletons. She is surprised by their return to their posts at the sarcophagi. She wonders if her shouting the word illefarn made a difference. Perhaps it was her moving away from the Northern end of the room that made the difference.
She hears the words uttered on the other side of the door she was near and wishes she hadn’t shouted so loud. Fear makes you louder, she thinks to herself.
She wonders at the meaning of what she heard from the disembodied voice: What does the word “illefarn” signify to the adversary on the other side....
does the owner of the voice think that someone is trying to break into their domain using the skeleton guards as accomplices?
do they think we're under attack from these skeleton guards and the adversary plans to contribute to that attack?
is it only the shouting that has roused their interest... the word illefarn being repeated as it was the only word heard.
swift unhooks an arrow and nocks it to her bow, ready for a potential attack, should the door open. Meanwhile she backs to the southern side of the room. She would like to move to the north again, to see if the skelingtons roused again without illefarn being said, but the mention of glasstaff's name hints at the adversary being magic users. Better that those with magic skills are preparing than she herself get caught in Magic’s just to test a theory.
she waits for the others to respond to Naivara's suggestion of finding another way in.
This post has potentially manipulated dice roll results.
Heading naivara virran moves through to the northern passage. He makes his way to door way and listens for any noise. He gently and quitely opens the door
(OOC: Stig's detect magic has a 30 foot radius. Can he detect anything from the direction of the voice, or anywhere else beyond the walls of this room for that matter?)
(OOC: Ooh, nice.)
The dwarf refocusses his spell, his concentration still holding. He moves towards the door, seeking the discern the magical nature of anything beyond the threshold. While the walls prevent much of what he is aiming to do, closer to the door he is able to gain a full read of the room beyond. There is nothing at all of magical note. In fact, the only magical read he is able to garner still comes from the familiar skeletons in this room, now subdued. Any mention of skeletons beyond that door is clearly fictitious - neither enchantment nor necromancy is at use, despite the bold claim.
Heading naivara virran moves through to the northern passage. He makes his way to door way and listens for any noise. He gently and quitely opens the door
Stealth 23
Perception 19
Virran approaches the other door, hidden from sight and sound. As he approaches the door, the skeletons again quicken, but a quiet call of 'Illefarn' puts an end to their movement. It would appear that individual use of the word is necessary for the skeletons to distinguish between friend and enemy, rather than as a collective party.
(OOC: I have now assumed that each character has used the word Illefarn to avoid the skeletons.)
The skeletons taken care of, Virran listens with care - nothing. No sound - no movement. He opens the door with stealth. The corridor is short, with a visible door to the right. No visible (but acknowledged by Night Hawke's previous exploring) is the secret doorway hidden at the far end of the corridor on the left. Virran's intense study of the short corridor allows him to be confident the way is clear of creatures and traps.
Yet, whether the door way to the right acts as another entrance to the sought-after room, Virran is unable to tell without further exploration.
Confident the skellies won’t move now, Swift moves to the northern end of the room to stand behind Stig at the north east door. She is considering following Virran if he moves further into the northern corridor.
@ Virran- aside from the two doors you already know to be there, you are pleasantly surprised to find walls of stone. Beautifully smooth walls of stone; cool to the touch, but otherwise totally unremarkable.
@ Swift- do you follow Virran or continue to stand begin Stig?
Moments pass by and you become critically aware of the growing silence, and tension also. Surely this stand-off will not last much longer at all.
"Well, if ye won't be joining us, it's time the boys and I joined you. Oh, and some of our... other friends..." You hear a couple of laughs, followed by a deep, guttural noise like air being dragged out of something's throat. "Time's a tickin'. You have 1 minute to move along elsewhere or playtime starts."
After giving what she feels is sufficient time to listen in at the door, Naivara is hopeful that putting everything back in place in the room will reverse the awakening of the skeletons. She rushes over and shuts the sarcophagus that was opened by Swift, then moves back to where Nighthawk is standing by the first.
As she moves through the room, she whispers to the skeletons in Elven:
”Adon Aegisess! Sha’Tel’Tresendar! Qu Ondath. Qu murmë!”
”Do you want to try placing it all back?” She says hurriedly as she reaches Nighthawk.
(OOC: really hopeful we aren’t battling skeletons, but in case: initiative 6)
Asmodean waits in the hall to heroically keep an eye on their potential escape route.
He is very pleased that the big pit will keep most creatures at bay and given him time to alert his crew should anything appear in their back path.
Naivara is visibly torn: desperate to ascertain what lies beyond the mysterious door at strong odds with her need to monitor the awakened skeletons. Decision made, she stands with her back to the door and listens, however offers most of her attention to the undead and their unusual behaviour.
From behind the door, she hears a muffled conversation and some unfriendly laughter. It is enough to know there are people beyond the door, but not how many or of what kind. It is also, both reassuringly and surprisingly, safe to note that your presence has not yet been noted.
With this small comfort, Naivara keeps an ear out but reflects on the skeleton's actions with greater clarity.
Curiously, the skeletons have not attacked yet, despite several opportunities already. Why not? Had their intentions been outwardly sinister, this would have been likely, confirming Stig's knowledge that this is an enchantment. Naivara replays the party movements since they entered the tomb, raising several questions.
'Night Hawke rushed in to open the first sarcophagus, yet the skeletons did not react... Why?'
'I then moved to closer to the north-eastern door, looking for a connection between 'Illefarn' and the spreading oak. We all agreed that something happened with the undead guardians, but then all went still again.'
'Swift moved to the north-western sarcophagus, which is when they came to life again.' Each of the three skeletons turned to face her. Odd, as even though Stig had just disarmed one of them and I was closer to another, they are all approaching Swift.'
You are know you are on to something - it's right at the edge of your mind - but you can't quite connect it all.
Swift and Naivara exchange places - the skeletons keep advancing. To reinforce her earlier thoughts, the skeleton closest to Stig shoves past him and slowly moves towards Swift. The three undead all but ignore each other member of the group, focussing solely on Swift.
Adon Aegisess! Sha’Tel’Tresendar! Qu Ondath. Qu murmë! The phrase is whispered, but with significant force. The skeletons stop for a moment, lowering their weapons and everyone sighs in relief - particularly Swift!
But then the peace is over and they continue their advance, the two sword-wielding undead raising their weapons once again. It would appear they intend to strike.
OOC: Ok! So, initiative has been rolled, and follows below. Awaiting rolls from Asmodean and Night Hawke.
While combat looks likely, you call it as you all see it and we'll go from there.
Swift - Virran - Stig - Naivara - DM
(OOC: But will Asmodean play a role in these events or continue to 'stand by'?
With one last look down the hall, and trusting on the pit to protect any swift attack from behind, Asmodean strides commandingly into the room. Shudders when he sees undead creatures, thinks about heading back to guard duty, but ultimately seeks to join the fray.
Initiative Rolls 17
But it appears that the time taken to consider a move back into the corridor has taken away the opportunity to be the first to act.
Swift feels cornered and somewhat threatened. The raised swords bother her. Still, perhaps the appearance of attack will not be an actual attack. Also, she notes mentally that they paused when Naivara spoke those eleven words. She implores Naivara “Speak those elvish words again!”
Many thoughts tumble through her head: ...flee.... ....go back to the sarcophagus you opened earlier, perhaps there is some significance with this sarcophagus... ...illefarn... is that what Naivara called earlier as she, Swift reached the sarcophagus?...
“ILLEFARN!” Swift shouts as she starts to run, attempting to go between the two closest skeletons, back to the sarcophagus she opened earlier. The eleven tongue is unfamiliar. She hopes the pronunciation is right and shouting out the word actually does something useful.
Asmodean enters the room and sees panic begin to take over Swift. As the skeletons begin to surround her, Swift calls for Naivara's words a second time. Not allowing the cleric time to acquiesce, Swift makes to moves and distance herself from the undead, weaving between them. The skeletons make use of the opening and raise their blades to attack, bones rattling viciously.
'Illefarn!'
The elvish word rings out across the room, echoing off the walls. The result is immediate. The skeletons, who moments ago were poised to unleash their attack, lower their arms, turn from Swift and return to their posts. Illefarn, you now understand, acts as a command for the skeleton guardians to distinguish between friend and foe. What you initially believed to trigger their enchantment - that being the desecration of the sarcophagi - in fact appears to be a proximity to either of the northern two doors. While the reason behind it might not be clear, you are fairly confident in your observation.
As silence falls over the room, you each listen with held breath.
A moment later, the silence is broken by a gruff voice calling out from beyond the north-eastern.
" 'Illefarn!' Ha, hear that boys? That's the sound of a scared little mouse coming to play in Glassstaff's domain. If skeletons be their biggest fear, let's bring these ones back to life... and give 'em a few more while their at it! Their corpses can join Glasstaff's hordes." From behind the door you hear some brief noise, then quiet again. "Come on in, little mouse. We've got a party ready for ye!"
Naivara quickly and quietly moves through the room again, whispering her elvish that she hopes continues to calm the skeletons.
“Adon Aegisess! Sha’Tel’Tresendar! Qu Ondath. Qu murmë!”
She follows Stig’s lead and disarms the other two skeletons. She throws the two weapons to Asmodean, hoping that he will take them back to that pit that he seems so interested in.
”It’s that door as well as the words.. There’s definitely trouble on the other side.” She says to the others. ”Might I suggest we take the northern door and see if there is another way in? Virran? Will you scout north and see if we can get into that room another way?”
Initiative:
9
(OOC: Stig's detect magic has a 30 foot radius. Can he detect anything from the direction of the voice, or anywhere else beyond the walls of this room for that matter?)
Swift's sense of panic subsides as she breaks free from the approaching skeletons. She is surprised by their return to their posts at the sarcophagi. She wonders if her shouting the word illefarn made a difference. Perhaps it was her moving away from the Northern end of the room that made the difference.
She hears the words uttered on the other side of the door she was near and wishes she hadn’t shouted so loud. Fear makes you louder, she thinks to herself.
She wonders at the meaning of what she heard from the disembodied voice: What does the word “illefarn” signify to the adversary on the other side....
swift unhooks an arrow and nocks it to her bow, ready for a potential attack, should the door open. Meanwhile she backs to the southern side of the room. She would like to move to the north again, to see if the skelingtons roused again without illefarn being said, but the mention of glasstaff's name hints at the adversary being magic users. Better that those with magic skills are preparing than she herself get caught in Magic’s just to test a theory.
she waits for the others to respond to Naivara's suggestion of finding another way in.
Heading naivara virran moves through to the northern passage. He makes his way to door way and listens for any noise. He gently and quitely opens the door
Stealth 17
Perception 11
(OOC: Ooh, nice.)
The dwarf refocusses his spell, his concentration still holding. He moves towards the door, seeking the discern the magical nature of anything beyond the threshold. While the walls prevent much of what he is aiming to do, closer to the door he is able to gain a full read of the room beyond. There is nothing at all of magical note. In fact, the only magical read he is able to garner still comes from the familiar skeletons in this room, now subdued. Any mention of skeletons beyond that door is clearly fictitious - neither enchantment nor necromancy is at use, despite the bold claim.
Virran approaches the other door, hidden from sight and sound. As he approaches the door, the skeletons again quicken, but a quiet call of 'Illefarn' puts an end to their movement. It would appear that individual use of the word is necessary for the skeletons to distinguish between friend and enemy, rather than as a collective party.
(OOC: I have now assumed that each character has used the word Illefarn to avoid the skeletons.)
The skeletons taken care of, Virran listens with care - nothing. No sound - no movement. He opens the door with stealth. The corridor is short, with a visible door to the right. No visible (but acknowledged by Night Hawke's previous exploring) is the secret doorway hidden at the far end of the corridor on the left. Virran's intense study of the short corridor allows him to be confident the way is clear of creatures and traps.
Yet, whether the door way to the right acts as another entrance to the sought-after room, Virran is unable to tell without further exploration.
Confident the skellies won’t move now, Swift moves to the northern end of the room to stand behind Stig at the north east door. She is considering following Virran if he moves further into the northern corridor.
Virran moves into the corridor and searches both walls for any additional doors as he moves down its length.
Investigation 10
@ Virran - aside from the two doors you already know to be there, you are pleasantly surprised to find walls of stone. Beautifully smooth walls of stone; cool to the touch, but otherwise totally unremarkable.
@ Swift - do you follow Virran or continue to stand begin Stig?
Moments pass by and you become critically aware of the growing silence, and tension also. Surely this stand-off will not last much longer at all.
"Well, if ye won't be joining us, it's time the boys and I joined you. Oh, and some of our... other friends..." You hear a couple of laughs, followed by a deep, guttural noise like air being dragged out of something's throat. "Time's a tickin'. You have 1 minute to move along elsewhere or playtime starts."