Sho raises an eyebrow and considers Onyx’s assessment, moving away from the charred remains of the doll and giving it one last worried look. Whatever it was, can’t be nice to be on the receiving end of it.
He briefly closes his eyes and finishes the warding spell on Onyx, feeling content on the completion of the incantation. “Let’s make the ten minutes count.” He says reassuringly, moving back to his position.
Erven moves to the door to the stairs, listening for any sound and checking for traps, examining the door. "This is the door leading down to the basement, in the dollhouse. Let's head down."
Perception : 19
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Onyx turns from the mirror, back towards the doll, now that it has stopped burning.
"We picked up a flask of holy water, yeah? Can I get one?"
If it is provided to him, he will carefully sprinkle the contents over the charred doll while praying to Lathandar that the spirit remains at bay for a few more hours.
Mark a vial of holy water off. You spend some time praying to Lathander. You feel the familiar warmth of your deity fill you. As you sprinkle the holy water on the ashes and remains, it pops and crackles and you hear some sort of hissing sound. You think you hear "thank you" floating on the wind but you're not sure...it's quickly replaced by another sound - giggling - and this for sure you hear.
As his panic recedes, Talion watches the others work on the doll, and starts to wonder what the creature was, how it attacked him, and how it might be destroyed or banished.
(( Does he have any prior knowledge or insight into this? ))
Not that you know of. The truth is you don't know what this thing is. You can see that it is destroyed though.
As the others move away from the charred doll, Talion uses a spectral hand to scoop up the pieces and drop them in the chest, and when all that remains is a burned smudge on the floor, he closes the lid. With the doll out of sight he moves forward and tries to lock the chest. (( Lock picks, if necessary/appropriate: 12 ))
When he has done what he can, he looks down at the skeleton, "Does not this one also need burial?" He wraps the bones back in the sheet, again avoiding touching them, and hands the rolled up sheets to Bertolt, before taking his place by the door. "You seem to be the Keeper of the Bones". A flicker of a smile traces around mouth and makes it to his eyes, "Bones. I like that -- as good a nickname as any!"
You don't have a lock, nor is there one on the chest. But you can wrap some torn sheets around the chest to keep the lid closed. Esme's remains are plopped into Bert of the Bones' magical bag.
Erven moves to the door to the stairs, listening for any sound and checking for traps, examining the door. "This is the door leading down to the basement, in the dollhouse. Let's head down."
Perception : 19
You don't hear anything but roaring silence beyond the door...
Onyx opens the door. It creaks loudly and the walls around you begin to shake, and a deep roar can be heard - and felt - all around you...
A narrow spiral staircase made of creaky wood is contained within a 5-foot-wide shaft of mortared stone that starts in the attic and descends 50 feet to the dungeon level, passing through the lower levels of the house as it makes its descent. Thick cobwebs fill the shaft and reduce visibility in the staircase to 5 feet.
Durst House Cellar - General Features Here are some features to remember, so I don't have to repeat. I WILL let you know if these don't apply and when. The dungeon level (cellar) is carved out of earth, clay, and rock. The tunnels are 4 feet wide by 7 feet high, with timber braces at 5-foot intervals. Rooms are 8 feet tall and supported by thick wooden posts with cross-beams. If your character does not have darkvision, please provide a light source(s), as the dungeon is unlit and very dark. As you can see, it's fairly cramped in spots - plan accordingly - you know the layout from the dollhouse.
MAP - the happy face shows where you are. Things in this map are an approximation. Just because the room looks clear, or has a specific item, doesn’t mean it is.
Bertolt rolls his eyes at the new nickname but shrugs as he lets the bones be put into his bag. As they head to the basement he pulls out his shortsword, not sure if the crossbow would be of much use in the dark.
Onyx lets his vision go grey as they descend. Reaching the bottom of the stairs, he thinks he sees it open up to the right. Leaving the doors in the hallway for the more careful and inquisitive members, he steadily strides southwards.
Rollback Post to RevisionRollBack
Another medical problem. Indefinite hiatus. Sorry, all.
As the darkness settles around him, Talion breathes a sigh of relief. Such places had been home for much of his life, and the dark held few fears any more. As they move single-file down the stairs, he tries to take a position near the middle, more concerned initially by the thought of the doll returning somehow, than what faces them ahead. Creepy thrice-damned thing.
"If the tombs to the south don't help, we should head east to lay the bones to rest" he says quietly, "The others looked....ah...occupied."
The way down the staircase to the basement was heavy, ghostly wind whistling through the gaps in the thick cobwebs, Sho observes the brooding stillness around him, surveying the grimy, corroded wooden posts.
Yet, the feeling - they are all walking towards death. The prologue is nothing more than the act of dressing the dead as meticulously as people do before laying them to the ground, where they meet an eventual end of decay and withering. A respectful yet futile act.
He looks south to where Onyx had went. "Maybe they were." Sho says. With the amount of undead in the house, he wouldn't be surprised if the coffins were empty. He moves to examine the tombs in the chambers south, at least where he remembers them to be from the dollhouse… (for any sign that they have been opened, mainly.)
(( My vote, T2, 4, 1, 3, then the northern ones, but i have no preference on the order, happy to follow Onyx/Erven, who went off south, I think. Edit.... there's ntwo T3s ;-) ))
Sho - you look at T2. It has a stone slab blocking your entry into the crypt itself, but on the slab is an etching: “Gustav Durst.” You could attempt to move the slab - it requires a strength check (athletics).
Erven - you don’t see anything moving in the hallway or the room larger room beyond.
This post has potentially manipulated dice roll results.
"Gustav Durst..." Sho reads the etched name, drawing the light from his circlet. A faint grin crawls its way on his lips. He's been wondering what the infidel, abusive former master of the house had been like. He goes to move the slab.
"Gustav Durst..." Sho reads the etched name, drawing the light from his circlet. A faint grin crawls its way on his lips. He's been wondering what the infidel, abusive former master of the house had been like. He goes to move the slab.
Athletics: 4
You try to move it, causing the tiniest bit of dust to fall. But otherwise it doesn’t budge.
Sho raises an eyebrow and considers Onyx’s assessment, moving away from the charred remains of the doll and giving it one last worried look. Whatever it was, can’t be nice to be on the receiving end of it.
He briefly closes his eyes and finishes the warding spell on Onyx, feeling content on the completion of the incantation. “Let’s make the ten minutes count.” He says reassuringly, moving back to his position.
Erven moves to the door to the stairs, listening for any sound and checking for traps, examining the door. "This is the door leading down to the basement, in the dollhouse. Let's head down."
Perception : 19
A wizard is never late, nor is he early, he arrives precisely when he means to.
Mark a vial of holy water off. You spend some time praying to Lathander. You feel the familiar warmth of your deity fill you. As you sprinkle the holy water on the ashes and remains, it pops and crackles and you hear some sort of hissing sound. You think you hear "thank you" floating on the wind but you're not sure...it's quickly replaced by another sound - giggling - and this for sure you hear.
Not that you know of. The truth is you don't know what this thing is. You can see that it is destroyed though.
You don't have a lock, nor is there one on the chest. But you can wrap some torn sheets around the chest to keep the lid closed. Esme's remains are plopped into Bert of the Bones' magical bag.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
You don't hear anything but roaring silence beyond the door...
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Onyx opens the door. It creaks loudly and the walls around you begin to shake, and a deep roar can be heard - and felt - all around you...
A narrow spiral staircase made of creaky wood is contained within a 5-foot-wide shaft of mortared stone that starts in the attic and descends 50 feet to the dungeon level, passing through the lower levels of the house as it makes its descent. Thick cobwebs fill the shaft and reduce visibility in the staircase to 5 feet.
Durst House Cellar - General Features
Here are some features to remember, so I don't have to repeat. I WILL let you know if these don't apply and when.
The dungeon level (cellar) is carved out of earth, clay, and rock. The tunnels are 4 feet wide by 7 feet high, with timber braces at 5-foot intervals. Rooms are 8 feet tall and supported by thick wooden posts with cross-beams. If your character does not have darkvision, please provide a light source(s), as the dungeon is unlit and very dark.
As you can see, it's fairly cramped in spots - plan accordingly - you know the layout from the dollhouse.
MAP - the happy face shows where you are. Things in this map are an approximation. Just because the room looks clear, or has a specific item, doesn’t mean it is.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Bertolt rolls his eyes at the new nickname but shrugs as he lets the bones be put into his bag. As they head to the basement he pulls out his shortsword, not sure if the crossbow would be of much use in the dark.
Onyx lets his vision go grey as they descend. Reaching the bottom of the stairs, he thinks he sees it open up to the right. Leaving the doors in the hallway for the more careful and inquisitive members, he steadily strides southwards.
Another medical problem. Indefinite hiatus. Sorry, all.
As the darkness settles around him, Talion breathes a sigh of relief. Such places had been home for much of his life, and the dark held few fears any more. As they move single-file down the stairs, he tries to take a position near the middle, more concerned initially by the thought of the doll returning somehow, than what faces them ahead. Creepy thrice-damned thing.
"If the tombs to the south don't help, we should head east to lay the bones to rest" he says quietly, "The others looked....ah...occupied."
The way down the staircase to the basement was heavy, ghostly wind whistling through the gaps in the thick cobwebs, Sho observes the brooding stillness around him, surveying the grimy, corroded wooden posts.
Yet, the feeling - they are all walking towards death. The prologue is nothing more than the act of dressing the dead as meticulously as people do before laying them to the ground, where they meet an eventual end of decay and withering. A respectful yet futile act.
He looks south to where Onyx had went. "Maybe they were." Sho says. With the amount of undead in the house, he wouldn't be surprised if the coffins were empty. He moves to examine the tombs in the chambers south, at least where he remembers them to be from the dollhouse… (for any sign that they have been opened, mainly.)
Erven takes out his whip and takes up position behind Onyx, looking ahead in the dark for any movement.
A wizard is never late, nor is he early, he arrives precisely when he means to.
MAP - I lightened it up a little and put some coordinates. Maybe it will help to specify where you want to go.
Sho and Erven, you can take a perception roll.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
(( My vote, T2, 4, 1, 3, then the northern ones, but i have no preference on the order, happy to follow Onyx/Erven, who went off south, I think. Edit.... there's ntwo T3s ;-) ))
Sho will check T2 first.
Perception: 16
Erven perception : 10
A wizard is never late, nor is he early, he arrives precisely when he means to.
Sho - you look at T2. It has a stone slab blocking your entry into the crypt itself, but on the slab is an etching: “Gustav Durst.” You could attempt to move the slab - it requires a strength check (athletics).
Erven - you don’t see anything moving in the hallway or the room larger room beyond.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
"Gustav Durst..." Sho reads the etched name, drawing the light from his circlet. A faint grin crawls its way on his lips. He's been wondering what the infidel, abusive former master of the house had been like. He goes to move the slab.
Athletics: 16
You try to move it, causing the tiniest bit of dust to fall. But otherwise it doesn’t budge.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Erven attempts to move the lid off. “Foul creature. I want to piss on his bones.”
Athletics : 6
A wizard is never late, nor is he early, he arrives precisely when he means to.
Erven you hear Sho struggling and move back up the hallway to help him. You have more success than he did but the slab stubbornly stays put....
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Onyx will pause at G9, listening for trouble. His friends were making some noise, and he knew they weren't alone down here.
Perception 19
Another medical problem. Indefinite hiatus. Sorry, all.