Umbriel does some quick accounting, and computes that (when we get back to town) everyone will get 8gp, 3sp, and 3cp. He suggests that the healing potion goes to either Lyngheid, Baeshra, or Whistler, based on the hits they've taken most recently. The potion of invisibility is up for anyone who wants it.
Droop perks up at Baeshra's question: "Yes! Yes, yes. Follow me!"
He leads the party through the doorway to the north and points out a false floor in the center of the hallway. "Stay to the sides here, you must! Floor will fall!"
With Droops guidance you all make your way around the trap in the floor and down the hallway to a set of ornate double doors.
This post has potentially manipulated dice roll results.
Baeshra will take the lead, opening to doors just a crack and peeking through.
Perception: 12
(Baeshra hasn't actually taken much damage here, wildshapes absorbed all of it, and while shifted he can't use it, so I recommend it for either of the clerics to give to folk if they go down.)
Baeshra, you see what appears to be a crypt. The room is fairly big. Three large stone sarcophagi stand within this dusty room, and propped up against each sarcophagus is a human skeleton clad in armor. False columns along the walls are carved in the image of spreading oak trees
Umbriel looks surprised. "This is unexpected. If they are undead, it will be difficult for them to attack me, so perhaps I should enter and see if there are prisoners within, or in a chamber beyond. I would advise not touching the crypts, in case they are trapped by ancient magicks. Droop, what do you know of this room?"
Umbriel will concentrate for a moment, and summon his pact weapon, a scimitar with a hardened obsidian blade casting off faint vapor tendrils from the hilt. He then says to the rest of the group, "Let me see what lies beyond, I'll let you know if it's unsafe." Readying his new weapon, he advances carefully into the chamber.
Umbriel, you walk a couple of steps into the room, nothing happens. You take a couple more steps and notice that the stone lid on each of the sarcophagi has carvings depicting the person entombed within, all look to be of noble bearing.
The skeletons remain unmoving, propped against each sarophagus. You notice that the one in the back looks a little bigger and has Splint armor on.
This post has potentially manipulated dice roll results.
Carefully, Umbriel will pick his way past the skeletons, taking care not to disturb them. He'll go toward the door in the northeast corner. Basic Dexterity check to move carefully, stopping at the door: 16
As he moves, he'll whisper back "It seems safe, but touch nothing. This is highly unusual."
(also, for reference, here's the text on my Among the Dead ability:
Among the Dead (Special)
If an undead targets you directly with an attack or spell, that creature must make a WIS saving throw (DC 13). On failure, they must choose a new target or waste the attack or spell. On success or if you target the creature with an attack or spell, the creature is immune to this effect for 24 hours.)
Baeshra will cast heat metal on the splint armor of the larger skeleton before shifting into a Deinonychus.
Skeleton takes 2 fire damage and must succeed on a DC 14 con save or have disadvantage on attacks and saves until the start of Baeshra's turn, unless it can figure out a way to drop it.
This post has potentially manipulated dice roll results.
Realizing that his friends could be in more danger because of his special relationship with the dead, Umbriel sighs, and whispers a quiet "My apologies," as he extends his obsidian scimitar and casts Shatter centered on the false column behind the skeletons. (the goal is to get all the skellies and none of my companions in the radius).
Con saving throws, DC13. 17 thunder damage on a failed save, half that on a pass.
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Baeshra will put the items he found back into the sack and hand it to Umbriel to distribute as he has been doing such a good job so far.
He will move to take the lead looking for the prisoners, “Little one said something about a trapped floor? Where is it?”
Umbriel does some quick accounting, and computes that (when we get back to town) everyone will get 8gp, 3sp, and 3cp. He suggests that the healing potion goes to either Lyngheid, Baeshra, or Whistler, based on the hits they've taken most recently. The potion of invisibility is up for anyone who wants it.
Droop perks up at Baeshra's question: "Yes! Yes, yes. Follow me!"
He leads the party through the doorway to the north and points out a false floor in the center of the hallway. "Stay to the sides here, you must! Floor will fall!"
With Droops guidance you all make your way around the trap in the floor and down the hallway to a set of ornate double doors.
Baeshra will take the lead, opening to doors just a crack and peeking through.
Perception: 12
(Baeshra hasn't actually taken much damage here, wildshapes absorbed all of it, and while shifted he can't use it, so I recommend it for either of the clerics to give to folk if they go down.)
Baeshra, you see what appears to be a crypt. The room is fairly big. Three large stone sarcophagi stand within this dusty room, and propped up against each sarcophagus is a human skeleton clad in armor. False columns along the walls are carved in the image of spreading oak trees
Baeshra will turn to the others, "Why build boxes for your dead, and then not put them in?"
Umbriel looks surprised. "This is unexpected. If they are undead, it will be difficult for them to attack me, so perhaps I should enter and see if there are prisoners within, or in a chamber beyond. I would advise not touching the crypts, in case they are trapped by ancient magicks. Droop, what do you know of this room?"
Droop replies: "It is room before jail! Yes! Bones not good to eat."
Umbriel will concentrate for a moment, and summon his pact weapon, a scimitar with a hardened obsidian blade casting off faint vapor tendrils from the hilt. He then says to the rest of the group, "Let me see what lies beyond, I'll let you know if it's unsafe." Readying his new weapon, he advances carefully into the chamber.
Baeshra will nod, and stand ready to help if needed.
Umbriel, you walk a couple of steps into the room, nothing happens. You take a couple more steps and notice that the stone lid on each of the sarcophagi has carvings depicting the person entombed within, all look to be of noble bearing.
The skeletons remain unmoving, propped against each sarophagus. You notice that the one in the back looks a little bigger and has Splint armor on.
Carefully, Umbriel will pick his way past the skeletons, taking care not to disturb them. He'll go toward the door in the northeast corner. Basic Dexterity check to move carefully, stopping at the door: 16
As he moves, he'll whisper back "It seems safe, but touch nothing. This is highly unusual."
(Just to confirm, we did tie up the remaining redbrand right? The one who’s unconscious?)
Baeshra will follow i to the room, careful nit to touch anything, but he will examine the sarcophaguses and skeletons as he passes.
Investigation: 12
Let's say yes, that is something the party would have done. He is conscious now after the 1 hour spent on the short rest. But tied up.
Umbriel, as you get close to the door the skeletons start to shimmy and shake and stand up. And they don't look happy. In fact, they are upset!
Everyone roll initiative:
Skeletons: 16.
Baeshra initiative: 17
Whistler's Initiative: 8
Whistler - Lost Mines of Phandelver [Lvl 8 Barbarian] | Cinta Yuliani Lestari - My Island Home [Lvl 3 Fighter] | Shalana - Allansia Wildlands [Lvl 4 Monk] | Roger Durant - Storm King's Thunder [Lvl 8 Monster Hunter] | Rotthran - The Waterdeep Heist [Lvl 5 Thief]
Take your first round turn if it is higher than the Skeleton's initiative of 13. Each of the skeleton's focus appears to be on Umbriel for the moment.
Umbriel's initiative: 22
(also, for reference, here's the text on my Among the Dead ability:
If an undead targets you directly with an attack or spell, that creature must make a WIS saving throw (DC 13). On failure, they must choose a new target or waste the attack or spell. On success or if you target the creature with an attack or spell, the creature is immune to this effect for 24 hours.)
Baeshra will cast heat metal on the splint armor of the larger skeleton before shifting into a Deinonychus.
Skeleton takes 2 fire damage and must succeed on a DC 14 con save or have disadvantage on attacks and saves until the start of Baeshra's turn, unless it can figure out a way to drop it.
Realizing that his friends could be in more danger because of his special relationship with the dead, Umbriel sighs, and whispers a quiet "My apologies," as he extends his obsidian scimitar and casts Shatter centered on the false column behind the skeletons. (the goal is to get all the skellies and none of my companions in the radius).
Con saving throws, DC13. 17 thunder damage on a failed save, half that on a pass.