"Gods? Well, as long as we get out of this boneyard, I'm more than eager to help some celestial get out of a tomb." Valrish says, kicking down the remains of the last skeleton to make way.
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PbP Characters Valrish (Dragonborn // Barbarian 6) - Out of the Abyss - play by post
Grimnir: You look for anything of interest as the party moves forward in the tunnel. The only thing you notice is that the floor turns from scattered bones to bone flakes, and finally dust as you move further down the tunnel.
Oorr: You and Zippy proceed down the hallway, scouting in front of the party. Zippy draws your attention to wisps of dust swirling around in the floor. A sign of increased levels of faezress in the area.
The group pushes down the hallway for the next 20 minutes, following the trails of dust and footprints left by Jeth's invisible guard. The tunnel dead ends into a 20 foot green and gray marble wall, crusted in dust, that reaches from floor to ceiling. At the base of the wall in its center is a 10 foot by 10 foot bronze door. It is tinted green from age, and you can see where some the bronze plating has worn away, revealing stone beneath. The door does not have any visible lock or handle on it. Oorr, though you don't hear the voice now, you know this is where it was leading you.
The dragonborn steps forward, places his shoulder to the center of the door and pushes. At first nothing happens, but Valrish notices the door gives to one side. He moves over, and pushing on the edge of the door, discovers it rotates quite easily on a central pivot. Pushing in on the right side swings it in, and the left side swings out, creating an entrance into the tomb on either side of the bronze door.
A stale air emits from the tomb. It is dark inside, though the faezress gives off a dim eerie light. Inside to the right of the door is a diorama made of stone. It depicts a noble robed figure, surrounded by attendants, slaves, and other trappings of wealth and power. To the left of the door, a mural of fantastic floating cities is painted on the wall. To the North is a staircase that leads down to a landing, where another large stone is hung on the wall. There appears to be an empty torch sconce on the wall. Past the landing, the staircase descends further down.
(OOG Each square in the image is 10 feet, so the room is 30x30 with a 15 foot tall ceiling. The ceiling is lower above the staircase (10 feet). North is the right side of the map. The top is West, and so on.)
The stairs lead down to a shrine, where shreds of dusty tapestries lie scattered across the floor. Friezes on the walls are defaced with deep gouges, making them unrecognizable. An altar of pale gray marble stands gouged and cracked against one wall.
Bronze doors, similar to the one at the entrance are in the Northern and Eastern walls.
Your investigation turns up nothing that isn't already obvious. You assume the doors work the same way as the entrance, and pushing on either side will rotate it around the central pivot.
This post has potentially manipulated dice roll results.
Ooc: sorry a bit late. About the carvings in the room before, do I recognise the scene, is it dwarvish ? (And sorry for typos, I am on my phone)
Grimnir follows Oors and activates his mace. The weapon emits now a green flickering light. Grimnir approaches the altar and asks Jimjar to look for clues of what kind of tomb is that (help action)
investigation: 25
after this, Grimnir will listen to the doors and try to locate any creature.
Ooc: sorry a bit late. About the carvings in the room before, do I recognise the scene, is it dwarvish ? (And sorry for typos, I am on my phone)
Grimnir follows Oors and activates his mace. The weapon emits now a green flickering light. Grimnir approaches the altar and asks Jimjar to look for clues of what kind of tomb is that (help action)
investigation: 25
after this, Grimnir will listen to the doors and try to locate any creature.
Perception: 13
Grimnir: You notice that the gouges and ripped tapestries are freshly done, and could not have happened more than a few hours ago. Jimjar points out that the dust on the floor is undisturbed, which is unusual given the state of the rest of the room. It's not clear who the shrine is to, given the torn rags and ripped stone. Pressing your ear to each of the doors, you don't detect any activity on the side of either one.
You push the Eastern door open and enter into another room.
Stone blocks standing against the western and eastern walls are carved with niches, inside which rest a dozen clay canopic jars containing desiccated organs. In the middle of the room rests a wide stone sarcophagus atop a black marble bier. The lid of the sarcophagus is inlaid with dust-covered mosaics depicting great floating cities high above a beautiful landscape. The lid of the sarcophagus looks incredibly heavy.
There are no visible exits other than they way you came in. Like the other rooms, the dirt and dust seems to be undisturbed in this room.
"Gods? Well, as long as we get out of this boneyard, I'm more than eager to help some celestial get out of a tomb." Valrish says, kicking down the remains of the last skeleton to make way.
PbP Characters
Valrish (Dragonborn // Barbarian 6) - Out of the Abyss - play by post
PbP DMing
SPANISH - Storm King's Thunder
“I didn’t hear anything, but I trust your instincts. Which way should we go?”
grimnir will also look around in the room for anything particular:
investigation: 10
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
Oorr and Zippy will start to lead the party at the entrance of the tomb.
Oorr: Stealth 9, Perception 10
Zippy: Stealth 26, Perception 24
Grimnir: You look for anything of interest as the party moves forward in the tunnel. The only thing you notice is that the floor turns from scattered bones to bone flakes, and finally dust as you move further down the tunnel.
Oorr: You and Zippy proceed down the hallway, scouting in front of the party. Zippy draws your attention to wisps of dust swirling around in the floor. A sign of increased levels of faezress in the area.
The group pushes down the hallway for the next 20 minutes, following the trails of dust and footprints left by Jeth's invisible guard. The tunnel dead ends into a 20 foot green and gray marble wall, crusted in dust, that reaches from floor to ceiling. At the base of the wall in its center is a 10 foot by 10 foot bronze door. It is tinted green from age, and you can see where some the bronze plating has worn away, revealing stone beneath. The door does not have any visible lock or handle on it. Oorr, though you don't hear the voice now, you know this is where it was leading you.
“Belwar, you’re the most intelligent of us. Any thing you see here ? Should we just try to push the door ?”
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
"Valrish, could you push the door open?"
"I'd be damned if I couldn't!" Valrish says as he stretches, placing his hands on the door.
Athletics check: 18
PbP Characters
Valrish (Dragonborn // Barbarian 6) - Out of the Abyss - play by post
PbP DMing
SPANISH - Storm King's Thunder
The dragonborn steps forward, places his shoulder to the center of the door and pushes. At first nothing happens, but Valrish notices the door gives to one side. He moves over, and pushing on the edge of the door, discovers it rotates quite easily on a central pivot. Pushing in on the right side swings it in, and the left side swings out, creating an entrance into the tomb on either side of the bronze door.
A stale air emits from the tomb. It is dark inside, though the faezress gives off a dim eerie light. Inside to the right of the door is a diorama made of stone. It depicts a noble robed figure, surrounded by attendants, slaves, and other trappings of wealth and power. To the left of the door, a mural of fantastic floating cities is painted on the wall. To the North is a staircase that leads down to a landing, where another large stone is hung on the wall. There appears to be an empty torch sconce on the wall. Past the landing, the staircase descends further down.
(OOG Each square in the image is 10 feet, so the room is 30x30 with a 15 foot tall ceiling. The ceiling is lower above the staircase (10 feet). North is the right side of the map. The top is West, and so on.)
"Zippy, my friend, do you see something out of place? Lift a leg, if you do."
Zippy Perception 16
Zippy moves from corner to corner, then descends partially down the stairs before returning. His legs stay firmly on the ground. All clear.
Oorr and Zippy start to lead the party to the level below.
Bronze doors, similar to the one at the entrance are in the Northern and Eastern walls.
Oorr proceeds to inspect the walls and then the altar. Oorr feels very much out of its element right now.
Investigation 3
"I suspect we have to pick a random choice here. Valrish?"
Your investigation turns up nothing that isn't already obvious. You assume the doors work the same way as the entrance, and pushing on either side will rotate it around the central pivot.
Ooc: sorry a bit late. About the carvings in the room before, do I recognise the scene, is it dwarvish ? (And sorry for typos, I am on my phone)
Grimnir follows Oors and activates his mace. The weapon emits now a green flickering light. Grimnir approaches the altar and asks Jimjar to look for clues of what kind of tomb is that (help action)
investigation: 25
after this, Grimnir will listen to the doors and try to locate any creature.
Perception: 10
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
Grimnir: You notice that the gouges and ripped tapestries are freshly done, and could not have happened more than a few hours ago. Jimjar points out that the dust on the floor is undisturbed, which is unusual given the state of the rest of the room. It's not clear who the shrine is to, given the torn rags and ripped stone. Pressing your ear to each of the doors, you don't detect any activity on the side of either one.
"Well, if it's up to me to pick one, let's just get this right one open, shall we?" Valrish pushes the door to their right.
Athletics: 23
PbP Characters
Valrish (Dragonborn // Barbarian 6) - Out of the Abyss - play by post
PbP DMing
SPANISH - Storm King's Thunder
You push the Eastern door open and enter into another room.
There are no visible exits other than they way you came in. Like the other rooms, the dirt and dust seems to be undisturbed in this room.

"Is it common for you mammals to be put at rest like this?"
Since Oorr doesn't know what to do with tombs and such, and the feathers are starting to itch, he and Zippy go open the other door.