This post has potentially manipulated dice roll results.
Brandor mutters something like cursing as he sees part of the floor fall in with Grum and Malth just barely making the transition. With a step like...a church mouse the 'lighter than he looks' dwarf crosses the edge of the floor to the others.
"This dump is fall'n apart around us! Here's to hope'n it don't come down aroun' our ears." He dusts his pants a little from the upkick where the floor had fallen.
"These Redbrands are tricky." Garr says as he acknowledges Brandor's statement. He pauses upon seeing the skeletons, fear slowly rising as he makes the connection. "Arent skeletons meant to be insidethe sarcophaguses?"
This post has potentially manipulated dice roll results.
Grum thanks the others for helping pull him up, feeling a little stupid for having been the one that warned the rest of the party and also the one closest to falling through.
Moving into the room, Grum will again scan the room intently, agreeing with Garr's summary of the Redbrands.
The stone lids of each sarcophagus is carved to depict-- presumably -- the people within. Two are human males and the last a female elf, all seemingly Noble. There is nothing else of interest in the room, save for the three skeletons and an eerie vibe. The lids are closed and you could probably open them if you wanted to see what was inside...
This post has potentially manipulated dice roll results.
If Grum decides to open the lids of the sarcophagus, Garr helps, otherwise he does it himself. There was some innate curiousity, some drive to determine more about the way the dead were presented in this chamber. Something drove Garr forward to learn and examine the bones, and he couldn't ignore that instinct.
Investigation on whats inside the sarcophagus + the skeletons next to them, without moving them: 17
Grum's curiosity is peaked by Garr's previous question. "If the skeletons are outside the sarcophagi (that's a word, right?), then what's inside them? And who, or what, led to the skeletons now being outside of them? I certainly hope they didn't get there...themselves." As Garr is investigating the skeletons, Grum asks, "Are those skeletons the same as the carved depictions? Two human males and a female elf?"
Assuming that they are, Grum figures he's on a roll for finding cool things, and reckons this basement is full of exciting loot as well as Redbrands, so will go ahead and open the sarcophagi with Garr's help (and anyone else's).
(It's good enough for quite a few details, but just in case either of you get a natural 20 or a score higher than that :p)
The sarcophagi are... empty. Mostly, at least. There are some bones inside each, and comparing them to the skeletons outside of them they look to match-- some rib bones and fingers, and one arm. At the bottom of the elven woman's sarcophagus there is an inscription in Elvish, which to the members of the party can understand Elvish reads:
'Illefarn'
As far as you two can tell, the bones match the structure of those depicted in the sarcophagi (I feel weird each time I type it).
<Squelch> focuses for moment on his connection to the boundary between life and death. His eyes turn dark, and he looks around the room.
(Eyes of the Grave: "As an action, you know the location of any undead within 60 ft. of you that isn’t behind total cover and that isn’t protected from divination magic until the end of your next turn. You can use this feature +4 per long rest." - tooltip doesn't work, also: yes, its the plural of sarcophagus)
This post has potentially manipulated dice roll results.
(Going to assume that the inscription is pointed out to the party, if not, ignore the second paragraph)
Callie can't stop the shiver going down her spine at the sight of the skeletons strewn around the cold stone room. It's morbid curiosity that causes her to follow Grum and Garr as they investigate the sarcophagi.
On seeing the inscription, Callie furrows a brow in confusion. Tracing the Elvish script with a finger, she whispers to herself while trying to remember any time in the past that she's heard the name, or perhaps term, "...Illefarn...?"
All of the skeletons in the room trigger your Eyes of the Grave--- they are all undead.
However, as Callie touches the inscription and says the word 'Illefarn', runes that you couldn't see before light up inside the sarcophagus as the skeletons eye sockets all glow blue and slowly turn to look at you. One stands up for a moment, the one belonging to the elven woman and seemingly inspects Callie, then sits back down. Callie hears a voice in her head that says "Thank you..." Their eyes stop glowing and return to rest, and Squelch's Eyes of the Grave no longer register them as undead, their bones no longer animated by whatever force was compelling them.
You also remember that Illefarn is also known as the 'Fallen Kingdom' and used to be a grand elven kingdom from very long ago, and spread far across the Sword Coast. It's capital city once known as 'Aelinthaldaar' is now known as 'Waterdeep', but it had been centuries upon centuries and it has escaped common knowledge.
Grum sees the skeleton come to life and quickly draws his weapons, taking a defensive stance. He sees the exchange with Callie, not understanding what is going on, and repeatedly glances from Callie to the now inanimate skeleton, on alert for a few seconds. When nothing else transpires, Grum relaxes. "What was that?" he asks Callie?
At the sound of rattling bones, Calyvorra turns and freezes in fear. The long dead, risen again after so many centuries and staring directly at her. It's enough to make her blood run cold, and Callie can barely breathe for her terror, but then the skeleton... sits back down, and returns to rest.
Still shaking, she dips in a respectful curtsey to the elven remains, and intones in halting Elvish, "M-may you find rest in the earth, honored dead of the Old Kingdom, you last children of Illefarn." Finally, she looks to Grum and whispers, "I'm n-not entirely sure, but I think they're able to rest now. It should be safe..."
(I'll be on mobile for the next two weeks, and probably posting a little less often over the holidays.)
This post has potentially manipulated dice roll results.
Assure by Callie that any danger has subsided, Grum shows the signet rings he found to the others. "These look like platinum to me. Is it best to see what price Halia might give us later?"
As he says it, he moves towards the doors out of this room. (Far left corner, and one on the right side of the room, you said? So the right side door would be the closer of the two.) "Shall we continue?" he says, quietly, putting his ear to the door on the right.
Shocked, but still vigilant, Garr tries to understand the skeletons but can't quite put too much together.
"I think this Glasstaff person put them under his control, and you freed them with magic sealed in the sarcophagus. I wonder if this Glasstaff has a hand in necromancy then..."
Brandor mutters something like cursing as he sees part of the floor fall in with Grum and Malth just barely making the transition. With a step like...a church mouse the 'lighter than he looks' dwarf crosses the edge of the floor to the others.
"This dump is fall'n apart around us! Here's to hope'n it don't come down aroun' our ears." He dusts his pants a little from the upkick where the floor had fallen.
Acrobatics: 19
"These Redbrands are tricky." Garr says as he acknowledges Brandor's statement. He pauses upon seeing the skeletons, fear slowly rising as he makes the connection. "Arent skeletons meant to be inside the sarcophaguses?"
Grum thanks the others for helping pull him up, feeling a little stupid for having been the one that warned the rest of the party and also the one closest to falling through.
Moving into the room, Grum will again scan the room intently, agreeing with Garr's summary of the Redbrands.
Perception: 21
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationThe stone lids of each sarcophagus is carved to depict-- presumably -- the people within. Two are human males and the last a female elf, all seemingly Noble. There is nothing else of interest in the room, save for the three skeletons and an eerie vibe. The lids are closed and you could probably open them if you wanted to see what was inside...
If Grum decides to open the lids of the sarcophagus, Garr helps, otherwise he does it himself. There was some innate curiousity, some drive to determine more about the way the dead were presented in this chamber. Something drove Garr forward to learn and examine the bones, and he couldn't ignore that instinct.
Investigation on whats inside the sarcophagus + the skeletons next to them, without moving them: 17
Grum's curiosity is peaked by Garr's previous question. "If the skeletons are outside the sarcophagi (that's a word, right?), then what's inside them? And who, or what, led to the skeletons now being outside of them? I certainly hope they didn't get there...themselves." As Garr is investigating the skeletons, Grum asks, "Are those skeletons the same as the carved depictions? Two human males and a female elf?"
Assuming that they are, Grum figures he's on a roll for finding cool things, and reckons this basement is full of exciting loot as well as Redbrands, so will go ahead and open the sarcophagi with Garr's help (and anyone else's).
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilation(Its in the adventure book so I'm assuming its a word haha)
Make an Investigation check ples
(Ah. I was hoping Garr's investigation check would have been enough! Grum's investigation isn't great. Here goes...)
Investigation: 15
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilation(It's good enough for quite a few details, but just in case either of you get a natural 20 or a score higher than that :p)
The sarcophagi are... empty. Mostly, at least. There are some bones inside each, and comparing them to the skeletons outside of them they look to match-- some rib bones and fingers, and one arm. At the bottom of the elven woman's sarcophagus there is an inscription in Elvish, which to the members of the party can understand Elvish reads:
'Illefarn'
As far as you two can tell, the bones match the structure of those depicted in the sarcophagi (I feel weird each time I type it).
<Squelch> focuses for moment on his connection to the boundary between life and death. His eyes turn dark, and he looks around the room.
(Eyes of the Grave: "As an action, you know the location of any undead within 60 ft. of you that isn’t behind total cover and that isn’t protected from divination magic until the end of your next turn. You can use this feature +4 per long rest." - tooltip doesn't work, also: yes, its the plural of sarcophagus)
(Going to assume that the inscription is pointed out to the party, if not, ignore the second paragraph)
Callie can't stop the shiver going down her spine at the sight of the skeletons strewn around the cold stone room. It's morbid curiosity that causes her to follow Grum and Garr as they investigate the sarcophagi.
On seeing the inscription, Callie furrows a brow in confusion. Tracing the Elvish script with a finger, she whispers to herself while trying to remember any time in the past that she's heard the name, or perhaps term, "...Illefarn...?"
History: 22
All of the skeletons in the room trigger your Eyes of the Grave--- they are all undead.
However, as Callie touches the inscription and says the word 'Illefarn', runes that you couldn't see before light up inside the sarcophagus as the skeletons eye sockets all glow blue and slowly turn to look at you. One stands up for a moment, the one belonging to the elven woman and seemingly inspects Callie, then sits back down. Callie hears a voice in her head that says "Thank you..." Their eyes stop glowing and return to rest, and Squelch's Eyes of the Grave no longer register them as undead, their bones no longer animated by whatever force was compelling them.
You also remember that Illefarn is also known as the 'Fallen Kingdom' and used to be a grand elven kingdom from very long ago, and spread far across the Sword Coast. It's capital city once known as 'Aelinthaldaar' is now known as 'Waterdeep', but it had been centuries upon centuries and it has escaped common knowledge.
(Also I forgot to add before:)
In each of the coffins there is a platinum signet ring for a total of three.
Grum sees the skeleton come to life and quickly draws his weapons, taking a defensive stance. He sees the exchange with Callie, not understanding what is going on, and repeatedly glances from Callie to the now inanimate skeleton, on alert for a few seconds. When nothing else transpires, Grum relaxes. "What was that?" he asks Callie?
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationAt the sound of rattling bones, Calyvorra turns and freezes in fear. The long dead, risen again after so many centuries and staring directly at her. It's enough to make her blood run cold, and Callie can barely breathe for her terror, but then the skeleton... sits back down, and returns to rest.
Still shaking, she dips in a respectful curtsey to the elven remains, and intones in halting Elvish, "M-may you find rest in the earth, honored dead of the Old Kingdom, you last children of Illefarn." Finally, she looks to Grum and whispers, "I'm n-not entirely sure, but I think they're able to rest now. It should be safe..."
(I'll be on mobile for the next two weeks, and probably posting a little less often over the holidays.)
(No worries, enjoy your holidays!)
Assure by Callie that any danger has subsided, Grum shows the signet rings he found to the others. "These look like platinum to me. Is it best to see what price Halia might give us later?"
As he says it, he moves towards the doors out of this room. (Far left corner, and one on the right side of the room, you said? So the right side door would be the closer of the two.) "Shall we continue?" he says, quietly, putting his ear to the door on the right.
Perception: 12
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationYou hear some muffled voice, as if gagged. A familiar aggressive tone says "Shut up!", And the muffled voice stops.
Shocked, but still vigilant, Garr tries to understand the skeletons but can't quite put too much together.
"I think this Glasstaff person put them under his control, and you freed them with magic sealed in the sarcophagus. I wonder if this Glasstaff has a hand in necromancy then..."
Garr gets his hand crossbow ready as Grum approaches the door.
"Ready when you are."