The cloak turns up nothing, even on Gash. The same happens with the necklace. Gash knows he is carrying two books, however, so wisely steps over to the outer edge of the bubble while Martin stands in the center of the graveyard. A book is nearby. He can sense it in one of the central tombs occupied by the bones of Amjir, the god of logic.
Reminder, these tomb lids are heavy and are inset, meaning they cannot just be pushed off. From the last time you were here:
It appears to require being lifted off in order to open. A sword or dagger is too thick to fit between the slab of stone and the basin of the sarcophagus.
A different take on the Athletics check here: Moving the lid will take an ATHLETICS(70) check. You will lower the DC for each point of STR that contributes to the effort. If Dog tries it alone with his 20 STR score, he has a STR(50) check to make. The more people that join in, the better the chance of success. If two or more people are attempting to move the lid, roll with advantage and using the highest Athletics bonus.
“Thank you.”Flashing a friendly smile at the Tabaxi — not even the slightest bit ashamed by and fully ignoring the fact that he clearly hadn’t heard him the first time — Llyr grasped at his chin in ponderation, and turned his attention to his surroundings, wary of the emergence of more fiends looking for a play-date. “Perhaps we might wait for this meeting first, then? I suspect we’ll have a better chance of convincing the retiree to take up his mantle once more, if we had a potential successor with us. What say you?”Still in the midst of scanning for threats and with his back turned to the two, Llyr‘s voice rang in Tristan’s mind through the Message cantrip.
(Didn’t roll because wasn’t sure if Llyr could both do a perception check and use the message cantrip in this timeframe. If it is doable, then please do feel free to roll a for my character, if you wouldn’t mind, MD. His perception’s at +5.)
Going to take however many it takes to get Kulloda back up to full health, assuming he might need some HP to deal with whatever happens in the graveyard if they get called in to help.
1. 16
2. 12
3, 11
4, 10
5, 12
6 16
7 16
8 12
9 6
10 14
11 8
12 11
13 13
14 15
Kulloda smiles when Dog says no magic. With nothing else to do for now, sparring with Dog sounds like fun.
"Wrestle?" Kulloda asks. "First to hold other three times?"
@Dog
Was just thinking roll initiative for who goes first, then just a grappling contest? Whoever goes first tries to grapple the other. They defend. If the attacker wins, that counts as 1. If not, no one scores and move on to next round. Then they alternate who's the attacker each time?
Open to other ideas too - just something to pass the time before they hear from the others.
“Alright Gash… I think it’s time we went for help. Come back to this tomorrow.“
”Hey, I was just thinkin’, you don’t suppose that djinni was anything to do with the djinni this Drow goddess has captive or whatever, do you? I mean, there’s more than one djinni out there, it’s just a coincidence. Right?”
Tristan hears Llyr’s words echo in his mind and he replies in kind “We have two days. I was actually thinking about trying to find the High Priest first and attempt to convince him to return with us to this meeting. We should return and update the others first regardless.”
Outwardly, Tristan gives the Tabaxi another polite nod “Thank you, we will leave you to your work. Until we meet again”
Tristan will ensure Llyr is ready and then returns to the palace to share the information they have learned with the others. As he returns, he seeks an update on Finnegan’s latest whereabouts and activities from Haleek.
Haleek hasn't returned with the information yet, but upon returning to the palace, Dog informs them that Gash and Martin need some muscle and maybe some magic at the Divine Graveyard. The party prepares as they need. Using his last teleportation charge for the day, Dog teleports everyone willing to help to the Divine Graveyard.
It is dark, lit only by the magical glow provided by Gash and Martin as they wander among the sandstone-colored tombs. They are massive sarcophagi, 32 of them in total, arranged in a grid around an empty square where the obelisk that now stands in the royal gardens once stood. Each tomb is etched with a name and the domain of the fallen god within.
The soil beneath their feet is dry, almost crunchy under the boot steps.There is no plant life here nor animal life. It is totally silent except for their own sounds. Overhead, fish swim by, only visible occasionally from the diffuse light escaping the dome of air they stand within.
Somehow, despite the lack of life, or indeed any connection to the surface world, the air here is fresh, swirling around the circular space in a gentle, barely noticeable breeze. This is probably due to the air elementals that line the interior of the space, each facing the wall of water that threatens to drown this long-forgotten cemetery. Not easily visible, but assuredly there, are water elementals likewise engaged.
Martin and Gash are standing on the northern side of the small square in the middle of the graveyard. The sarcophagus due north of where the obelisk once stood is, apparently, their target. It is marked with Amjir, the god of logic. Inside, Gash has told them, is a divine book. Now they just need to try and get inside to obtain it...
Gash wanders the graveyard finding his way back to the tomb for Rejuna, "Ya know, I suppose it could... but I don't know how likely that would be..."Gash's mind trails as he stares at the sarcophagus for the Goddess of Home.
"I bet you Dog and Kulloda could probably get that thing open, but we'll have to camp the night before I can get us back home." Gash summons Friend again this time to enter the sarcophagus of Rejuna, "forgive me." he whispers to the tomb and tries to have a peak through Friend's eyes.
"Martin, where is home to you? Tell me about where you're from?"Gash will sit and listen for as long as Martin will go on.
Divine Graveyard: (before everyone's arrival)
When its time to finally wind down Gash will ritually cast alarm followed by tiny hut to keep everyone safe for the night.
This post has potentially manipulated dice roll results.
DM shield:
6
Friend appears inside the tomb of Rejuna, goddess of home. Her bones are neatly laid out inside, although no item is apparent in the space, lit by the radiant skeleton of the dead god.
Fear begins to grip Friend. He flies into the walls and lid of the stone tomb, banging softly in an urgent desire to leave. Suddenly, he reappears on Gash's shoulder and immediately calms down.
(Friend is now cursed with the frightened condition when not at home, which I suppose will be Gash's shoulder. Friend also can now use the spell Word of Recall, without requiring a sanctuary, once per day to return to Gash. Friend's sanctuary cannot change.)
As they walk through the graveyard to join Martin and Gash, Kulloda is still re-buckling straps and tying up his belt.
"Next time, big Dog, next time," Kulloda says to Dog with a smile.
Then his eyes wander the cemetery, taking everything in. He stops for a moment as he watches a few fish swim over top. He nods and chuckles too himself.
"Mountain top better than this," Kulloda says. "Is this where bring loser gods?"
He stops at the sarcophagus, looking across it's top at Gash.
"Friend, Gash,' Kulloda says with a big smile. "Dog and Kulloda back first. Now going to have to teach Kulloda a trick some day."
"Oh Friend. I'm sorry. I didn't think it'd be dangerous for you. You stay there and we'll fix you up as soon as we can."
Gash looks up at Dog and Kulloda, "I'll do my best big guy. Yeah lift and push, I think... I'm going to stand back over here just in case we need to fix you up."
Rollback Post to RevisionRollBack
Gash- Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
"Okay. Okay." Kulloda says. "Dog on other side. You, Llyr-elf, get hands dirty and guide us as lift. One. Two. Lift"
Kulloda smiles through the strain of the heavy load, bracing his back leg to give himself more leverage. Then he nods at the effort Dog is putting in as well.
Upon reaching this strange, strange land, Llyr looked around, to fully take it in, before finally approaching the lid he was tasked with assisting. The Eladrin turned to greet the party with a carefree wave and jovial disposition. “Evening, gentlemen. How are we?” — the Bladesinger paused, narrowing his eyes at the sarcophagus once again, in apparent ponderation, before a look of realisation struck him, and his eyes met Kulloda’s.
“You like magic, right? Let me borrow you for a bit, to test something out. It’ll take a few seconds at most, and then we can all pop that thing open together. Good?”
The Eladrin looked the Half-Orc up and down for a second, judging the Barbarian’s build, and continued. “This shouldn’t be difficult for you, I don’t think. All you need to do is hold your ground, and not let yourself be pushed. You can think of it as a warm-up, for me. Might make you feel a little funny, but no harm will come to you, I assure you.” — he explained, cordially —“Feel up for it?”
(In the interest of saving posts and not holding it up too long, if Kulloda’s game, roll a str save for me, if you don’t mind, Thoradin. You need to beat a 16. If Kulloda succeeds, roll the same save again. I’ll explain why in my next post. Thanks!)
Martin looks at the goblin a bit surprised. “Where am I from? Oh, a little village far from Alciondra. Near the coast. Not many people, and I lived sort of far from them anyway. My father was a forester. A hunter. Mother was… well, she meant well. But I left. Do you really want to hear all this? Maybe another time that’s not now?”
“So, this is what a divine graveyard looks like. How did you ever find it in the first place?” He walks along the rows of sarcophagi looking at names that were lost to history. Even with his training and studies, his vast repertoire of ballads, epics, and sagas, he had heard of none of these gods that came before.
Llyr and Kulloda’s discussion over the lid brought his attention back to the task at hand. With a quick saying “Just remember, strength does not come from physical capacity, it comes from indomitable will” he gives bardic inspiration to Kulloda. Seeing Gash move back, he joins him to watch over the others from a safe distance.
(Not sure if the 34 was enough, but Kulloda can add a 1d10 to an ability check, attack roll or saving throw of your choice in the next 10 minutes.)
An amorphous force seemed to encompass Kulloda’s front, as his feet found footing, but the Half-Orc felt like he’d resisted it well enough. That it wasn’t nearly that big an issue. And then the Envoy spoke: “Careful, now. You might find things aren’t quite so simple.”
His words rang especially clearly in the Barbarian’s head, and for whatever reason (I’ll leave it up to you to decide), his concentration wavered, and the force ended up winning. Kulloda remained unharmed — as promised — but found his feet losing just enough grip with the ground that they began to be dragged through it, across the rocky terrain, leaving the tusked menace still standing, but 5 feet behind where he’d first started.
Llyr reached into his Bag of Holding and — like he had when they’d first met — retrieved a bottle of wine. He chucked it at the War God’s chosen and — exactly as before — the bottle froze, in mid-air, long before reaching its target. This time, however, the Fey willed it, and it zipped 5 feet backwards, aimed directly at Kulloda, who’d have no problem catching it (no roll required from me, here, feel free to play that however you wish). A wordless demonstration of what had happened to the Half-Orc, and the magic he’d promised.
”Keep it.” — the Envoy spoke, his tone surprisingly devoid of gloating — “As a thanks for your assistance. And who knows? Maybe you’ll share it with me this time, eh?”
Then — provided Kulloda’s reaction wouldn’t wrest his full attention — finally, the Elf addressed the party, Kulloda in tow, as a whole once again. “Apologies for holding everyone up.” — an especially amused grin crept up to his face as he approached the Sarcophagus, and positioned himself to aid in lifting it — “Now then. Shall we get back to our sacrilege?”
"Free wine is free wine," Kulloda says, snatching the bottle out of the air. "But want share? Then have to take turn."
He holds up a meaty fist.
"Try withstand Kulloda force."
Before going further down that path, he sees Dog ready. He moves to the others side.
"Okay. Okay." Kulloda says. "Dog on other side. You, Llyr-elf, get hands dirty and guide us as lift. One. Two. Lift"
Kulloda smiles through the strain of the heavy load, bracing his back leg to give himself more leverage. Then he nods at the effort Dog is putting in as well.
Dog is tremendously strong. To most people who meet him, he is perhaps the strongest person they have ever met. But Kulloda's strength matches that of a fire giant. He is in a class above Dog, who is several classes above Llyr. Yet the three of them in concert strain against the stone lid, barely budging it out of its form fitting place in the sarcophagus. It takes several tries, Kulloda furious at the stupid inanimate lid, to eventually lift it high enough to get even a corner of the heavy stone lid on the edge of the sarcophagus. It is at that point they are assaulted with radiant energy from the resting bones of Amjir.
DM shield:
INT(18) checks:
Kulloda: 5 and the failure reroll if needed: 6
Dog: 13
Llyr: 27
Dog grits his teeth, resisting the wave of divine energy blasting him. Perhaps it is because he is ready for the assault, but he strives to make sense of the influx of raw knowledge that accompanies the radiant light and he largely succeeds.
Kulloda and Llyr are not so lucky. Unprepared for what is coming, the flood of residual information from the god of logic is too much to withstand.
Kulloda and Llyr have been struck dumb with feeblemind. They both take 21 psychic damage.
All three have a permanent bonus of +2 to persuasion.
I have to stop here because Kulloda and Llyr are both too dumb to understand instructions on finishing the task until feeblemind is removed.
Martin has three more slots available. He’ll spend them on cloaks, necklaces, and books.
Paladin - warforged - orange
The cloak turns up nothing, even on Gash. The same happens with the necklace. Gash knows he is carrying two books, however, so wisely steps over to the outer edge of the bubble while Martin stands in the center of the graveyard. A book is nearby. He can sense it in one of the central tombs occupied by the bones of Amjir, the god of logic.
Reminder, these tomb lids are heavy and are inset, meaning they cannot just be pushed off. From the last time you were here:
It appears to require being lifted off in order to open. A sword or dagger is too thick to fit between the slab of stone and the basin of the sarcophagus.
A different take on the Athletics check here: Moving the lid will take an ATHLETICS(70) check. You will lower the DC for each point of STR that contributes to the effort. If Dog tries it alone with his 20 STR score, he has a STR(50) check to make. The more people that join in, the better the chance of success. If two or more people are attempting to move the lid, roll with advantage and using the highest Athletics bonus.
You will need to summon or use some magic here...
“Thank you.” Flashing a friendly smile at the Tabaxi — not even the slightest bit ashamed by and fully ignoring the fact that he clearly hadn’t heard him the first time — Llyr grasped at his chin in ponderation, and turned his attention to his surroundings, wary of the emergence of more fiends looking for a play-date. “Perhaps we might wait for this meeting first, then? I suspect we’ll have a better chance of convincing the retiree to take up his mantle once more, if we had a potential successor with us. What say you?” Still in the midst of scanning for threats and with his back turned to the two, Llyr‘s voice rang in Tristan’s mind through the Message cantrip.
(Didn’t roll because wasn’t sure if Llyr could both do a perception check and use the message cantrip in this timeframe. If it is doable, then please do feel free to roll a for my character, if you wouldn’t mind, MD. His perception’s at +5.)
Short Rest HD:
Going to take however many it takes to get Kulloda back up to full health, assuming he might need some HP to deal with whatever happens in the graveyard if they get called in to help.
1. 16
2. 12
3, 11
4, 10
5, 12
6 16
7 16
8 12
9 6
10 14
11 8
12 11
13 13
14 15
Kulloda smiles when Dog says no magic. With nothing else to do for now, sparring with Dog sounds like fun.
"Wrestle?" Kulloda asks. "First to hold other three times?"
@Dog
Was just thinking roll initiative for who goes first, then just a grappling contest? Whoever goes first tries to grapple the other. They defend. If the attacker wins, that counts as 1. If not, no one scores and move on to next round. Then they alternate who's the attacker each time?
Open to other ideas too - just something to pass the time before they hear from the others.
If sounds good here's Kulloda's initiative: 21
“Alright Gash… I think it’s time we went for help. Come back to this tomorrow.“
”Hey, I was just thinkin’, you don’t suppose that djinni was anything to do with the djinni this Drow goddess has captive or whatever, do you? I mean, there’s more than one djinni out there, it’s just a coincidence. Right?”
Paladin - warforged - orange
Tristan hears Llyr’s words echo in his mind and he replies in kind “We have two days. I was actually thinking about trying to find the High Priest first and attempt to convince him to return with us to this meeting. We should return and update the others first regardless.”
Outwardly, Tristan gives the Tabaxi another polite nod “Thank you, we will leave you to your work. Until we meet again”
Tristan will ensure Llyr is ready and then returns to the palace to share the information they have learned with the others. As he returns, he seeks an update on Finnegan’s latest whereabouts and activities from Haleek.
Haleek hasn't returned with the information yet, but upon returning to the palace, Dog informs them that Gash and Martin need some muscle and maybe some magic at the Divine Graveyard. The party prepares as they need. Using his last teleportation charge for the day, Dog teleports everyone willing to help to the Divine Graveyard.
It is dark, lit only by the magical glow provided by Gash and Martin as they wander among the sandstone-colored tombs. They are massive sarcophagi, 32 of them in total, arranged in a grid around an empty square where the obelisk that now stands in the royal gardens once stood. Each tomb is etched with a name and the domain of the fallen god within.
The soil beneath their feet is dry, almost crunchy under the boot steps.There is no plant life here nor animal life. It is totally silent except for their own sounds. Overhead, fish swim by, only visible occasionally from the diffuse light escaping the dome of air they stand within.
Somehow, despite the lack of life, or indeed any connection to the surface world, the air here is fresh, swirling around the circular space in a gentle, barely noticeable breeze. This is probably due to the air elementals that line the interior of the space, each facing the wall of water that threatens to drown this long-forgotten cemetery. Not easily visible, but assuredly there, are water elementals likewise engaged.
Martin and Gash are standing on the northern side of the small square in the middle of the graveyard. The sarcophagus due north of where the obelisk once stood is, apparently, their target. It is marked with Amjir, the god of logic. Inside, Gash has told them, is a divine book. Now they just need to try and get inside to obtain it...
Divine Graveyard: (before everyone's arrival)
Gash wanders the graveyard finding his way back to the tomb for Rejuna, "Ya know, I suppose it could... but I don't know how likely that would be..." Gash's mind trails as he stares at the sarcophagus for the Goddess of Home.
"I bet you Dog and Kulloda could probably get that thing open, but we'll have to camp the night before I can get us back home." Gash summons Friend again this time to enter the sarcophagus of Rejuna, "forgive me." he whispers to the tomb and tries to have a peak through Friend's eyes.
"Martin, where is home to you? Tell me about where you're from?" Gash will sit and listen for as long as Martin will go on.
Divine Graveyard: (before everyone's arrival)
When its time to finally wind down Gash will ritually cast alarm followed by tiny hut to keep everyone safe for the night.
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
DM shield:
6
Friend appears inside the tomb of Rejuna, goddess of home. Her bones are neatly laid out inside, although no item is apparent in the space, lit by the radiant skeleton of the dead god.
Fear begins to grip Friend. He flies into the walls and lid of the stone tomb, banging softly in an urgent desire to leave. Suddenly, he reappears on Gash's shoulder and immediately calms down.
(Friend is now cursed with the frightened condition when not at home, which I suppose will be Gash's shoulder. Friend also can now use the spell Word of Recall, without requiring a sanctuary, once per day to return to Gash. Friend's sanctuary cannot change.)
As they walk through the graveyard to join Martin and Gash, Kulloda is still re-buckling straps and tying up his belt.
"Next time, big Dog, next time," Kulloda says to Dog with a smile.
Then his eyes wander the cemetery, taking everything in. He stops for a moment as he watches a few fish swim over top. He nods and chuckles too himself.
"Mountain top better than this," Kulloda says. "Is this where bring loser gods?"
He stops at the sarcophagus, looking across it's top at Gash.
"Friend, Gash,' Kulloda says with a big smile. "Dog and Kulloda back first. Now going to have to teach Kulloda a trick some day."
He focuses back on the sarcophagus.
"So just lift and push?"
"Oh Friend. I'm sorry. I didn't think it'd be dangerous for you. You stay there and we'll fix you up as soon as we can."
Gash looks up at Dog and Kulloda, "I'll do my best big guy. Yeah lift and push, I think... I'm going to stand back over here just in case we need to fix you up."
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
"Okay. Okay." Kulloda says. "Dog on other side. You, Llyr-elf, get hands dirty and guide us as lift. One. Two. Lift"
Kulloda smiles through the strain of the heavy load, bracing his back leg to give himself more leverage. Then he nods at the effort Dog is putting in as well.
Athletics w/advantage: 34
(This would’ve happened just before the lift.)
Upon reaching this strange, strange land, Llyr looked around, to fully take it in, before finally approaching the lid he was tasked with assisting. The Eladrin turned to greet the party with a carefree wave and jovial disposition. “Evening, gentlemen. How are we?” — the Bladesinger paused, narrowing his eyes at the sarcophagus once again, in apparent ponderation, before a look of realisation struck him, and his eyes met Kulloda’s.
“You like magic, right? Let me borrow you for a bit, to test something out. It’ll take a few seconds at most, and then we can all pop that thing open together. Good?”
The Eladrin looked the Half-Orc up and down for a second, judging the Barbarian’s build, and continued. “This shouldn’t be difficult for you, I don’t think. All you need to do is hold your ground, and not let yourself be pushed. You can think of it as a warm-up, for me. Might make you feel a little funny, but no harm will come to you, I assure you.” — he explained, cordially — “Feel up for it?”
(In the interest of saving posts and not holding it up too long, if Kulloda’s game, roll a str save for me, if you don’t mind, Thoradin. You need to beat a 16. If Kulloda succeeds, roll the same save again. I’ll explain why in my next post. Thanks!)
Martin looks at the goblin a bit surprised.
“Where am I from? Oh, a little village far from Alciondra. Near the coast. Not many people, and I lived sort of far from them anyway. My father was a forester. A hunter. Mother was… well, she meant well. But I left. Do you really want to hear all this? Maybe another time that’s not now?”
Paladin - warforged - orange
“So, this is what a divine graveyard looks like. How did you ever find it in the first place?” He walks along the rows of sarcophagi looking at names that were lost to history. Even with his training and studies, his vast repertoire of ballads, epics, and sagas, he had heard of none of these gods that came before.
Llyr and Kulloda’s discussion over the lid brought his attention back to the task at hand. With a quick saying “Just remember, strength does not come from physical capacity, it comes from indomitable will” he gives bardic inspiration to Kulloda. Seeing Gash move back, he joins him to watch over the others from a safe distance.
(Not sure if the 34 was enough, but Kulloda can add a 1d10 to an ability check, attack roll or saving throw of your choice in the next 10 minutes.)
Kulloda looks at Llyr for a few moments then laughs
"Kulloda never worried if get harmed," he says in reply to Llyr's reassurance. "Just remember, if Kulloda get hurt, then Llyr get hurt."
He turns so that he's facing Llyr with one leg behind the other, then he nods.
"Magic away."
Str Save: 21
2nd if needed: 18
“Cocky.” The Eladrin grinned. “I like that.”
An amorphous force seemed to encompass Kulloda’s front, as his feet found footing, but the Half-Orc felt like he’d resisted it well enough. That it wasn’t nearly that big an issue. And then the Envoy spoke: “Careful, now. You might find things aren’t quite so simple.”
His words rang especially clearly in the Barbarian’s head, and for whatever reason (I’ll leave it up to you to decide), his concentration wavered, and the force ended up winning. Kulloda remained unharmed — as promised — but found his feet losing just enough grip with the ground that they began to be dragged through it, across the rocky terrain, leaving the tusked menace still standing, but 5 feet behind where he’d first started.
Llyr reached into his Bag of Holding and — like he had when they’d first met — retrieved a bottle of wine. He chucked it at the War God’s chosen and — exactly as before — the bottle froze, in mid-air, long before reaching its target. This time, however, the Fey willed it, and it zipped 5 feet backwards, aimed directly at Kulloda, who’d have no problem catching it (no roll required from me, here, feel free to play that however you wish). A wordless demonstration of what had happened to the Half-Orc, and the magic he’d promised.
”Keep it.” — the Envoy spoke, his tone surprisingly devoid of gloating — “As a thanks for your assistance. And who knows? Maybe you’ll share it with me this time, eh?”
Then — provided Kulloda’s reaction wouldn’t wrest his full attention — finally, the Elf addressed the party, Kulloda in tow, as a whole once again. “Apologies for holding everyone up.” — an especially amused grin crept up to his face as he approached the Sarcophagus, and positioned himself to aid in lifting it — “Now then. Shall we get back to our sacrilege?”
Kulloda shrugs after getting pushed back 5'.
"Free wine is free wine," Kulloda says, snatching the bottle out of the air. "But want share? Then have to take turn."
He holds up a meaty fist.
"Try withstand Kulloda force."
Before going further down that path, he sees Dog ready. He moves to the others side.
"Okay. Okay." Kulloda says. "Dog on other side. You, Llyr-elf, get hands dirty and guide us as lift. One. Two. Lift"
Kulloda smiles through the strain of the heavy load, bracing his back leg to give himself more leverage. Then he nods at the effort Dog is putting in as well.
Athletics w/advantage: 34 (copied from above)
The Eladrin chuckled at Kulloda’s words, placing his hands on the lid and helping lift it. “Fair is fair. We’ll figure something out, after this.”
Dog is tremendously strong. To most people who meet him, he is perhaps the strongest person they have ever met. But Kulloda's strength matches that of a fire giant. He is in a class above Dog, who is several classes above Llyr. Yet the three of them in concert strain against the stone lid, barely budging it out of its form fitting place in the sarcophagus. It takes several tries, Kulloda furious at the stupid inanimate lid, to eventually lift it high enough to get even a corner of the heavy stone lid on the edge of the sarcophagus. It is at that point they are assaulted with radiant energy from the resting bones of Amjir.
DM shield:
INT(18) checks:
Kulloda: 5 and the failure reroll if needed: 6
Dog: 13
Llyr: 27
Dog grits his teeth, resisting the wave of divine energy blasting him. Perhaps it is because he is ready for the assault, but he strives to make sense of the influx of raw knowledge that accompanies the radiant light and he largely succeeds.
Kulloda and Llyr are not so lucky. Unprepared for what is coming, the flood of residual information from the god of logic is too much to withstand.
Kulloda and Llyr have been struck dumb with feeblemind. They both take 21 psychic damage.
All three have a permanent bonus of +2 to persuasion.
I have to stop here because Kulloda and Llyr are both too dumb to understand instructions on finishing the task until feeblemind is removed.