Expedition: White Plume Mountain

Oct 26, 2015 4:55 pm
White plume mountain stands alone in a vast area of dismal moors and tangled thickets. It is an almost perfect cone of lava about 1000 yards in diameter at the base and rising about 800 feet above the surrounding land. The white plume that gives the mountain its name issues from the very summit of the mountain another 300 feet into the air, trailing off to the east under the prevailing winds like a great white feather.

It has marked a determinedly fixed point on the horizon since you set out towards it from Greyhawk. It has been impossible to lose sight of the monstrous mountain and the great plume of white steam pouring forth from the mountain's mouth. It now looms high overhead, still an hour or so from where you are, you feel dwarfed by the mountain's massiveness. The map you were provided by your benefactors, a trio of wealthy artifact collectors who promised you 'anything within their power to provide' should you successfully return with their stolen items, did not give you a false impression of the mountain's dominance of the surrounding land.

http://1.bp.blogspot.com/-Mfk4m-gfI1I/TwCbP08LhSI/AAAAAAAAA5k/7Zu0IiEHoh4/s1600/white%2Bplume%2Bmountain.gif
Oct 31, 2015 10:13 pm
Satisfied that the straps on her pack were adjusted correctly, Ohica shouldered the pack again and turned to face the Mountain again. The group had been hiking for some days on this trip, and now they were nearing their goal at last. She looked fondly at her companions: anyplace else, such a collection of strange warriors, priests and casters of different races would be alarming, but to her, she knows that this is the perfect group to retrieve the stolen goods.
Oct 31, 2015 11:07 pm
Boide half-hums, half-mutters a song of prayer, marching along to the rhythm with the rest of the party. At times he uses the knob of his greataxe as a cane, and shifts the weight of his pack.

Recovery of stolen property is a noble cause, and may have opportunities to prove himself in the eyes of his patron deity.
Nov 2, 2015 2:22 pm
After another hour of wandering you arrive at your destination, a cave mouth on the southern slope of the great mountain. A large cloud of steam periodically bursts from the cave mouth, and then fades away before another cloud bursts forth. It appears as though the cave is exhaling and inhaling on a cold winters day. Perhaps this is why it is called 'The Wizard's Mouth'. As you approach you hear a whistling noise that corresponds with the steam cycles. The whistling is loud as you get near. Were it not for the pitched roaring of the white plume, you would've heard the whistling long before you saw the cave.
Nov 2, 2015 2:52 pm
Valinar looks on in wonder at the billowing steam, speaking softly to himself, "How odd, it looks like a mouth!" He is quickly distracted by something and turns around, "Hmm, there it goes again," he says quietly, "always slipping away when I'm not watching it!"

Valinar is a handsome half-elf, standing a few inches over five feet tall, with odd green hair and very strange yellow eyes, almost like a cat's eyes. He is easily distracted, and often staring off into space as though he can see something that no one else can.
Nov 2, 2015 3:32 pm
Ohica unites her pack and sets it down, opens it, and removes her ceremonial vestments, each bearing the ruby-hearted mountain symbol of Ulaa. She chants to herself as she proceeds to set up candles in the formal blessing ceremony for "Journeys Inside Mountains Over Five Thousand Feet Tall." The order and arrangement of the candles is very important to her; she has a bit of difficulty with one candle, which keeps tipping over. When she has it set up at last, has lit the candles and donned the gear, she gives a short homily on the majesty of mountains on the virtue of smiting those who would despoil them as part of their evil deeds. She then ritually blows out the candles and puts everything away with great pomp.

She bows to Boide. "Thank you, brother, for letting me go first."

(OoC: what is the period of the steam "exhalations?")
Last edited November 2, 2015 3:33 pm
Nov 2, 2015 4:10 pm
Boide smiles at his kin, and nods. He grasps his own holy symbol, a stone talisman engraved with crossed battleaxes, hung by a chain around his neck. Boide mumbles a quiet prayer to himself, touches the symbol to his lips, and lets it rest before clasping his hands together upon his greataxe.
Nov 2, 2015 6:11 pm
Eithne creeps along, sticking to the treeline, seeming to melt in and out of thr underbrush. She keeps a sharp eye on her "companions" as they call each other, including her.

When this strange pack of two-legs stumbled across her patch of wilderness several days ago she had almost attacked them. Instead, some instinct had urged her to help them instead. With gestures and halting Elvish, Eithne had offered them food and a safe place to rest. She had smelled no fear in them. She was made to understand that this pack was travelling to the Mountain (the two-legs called it White Plume Mountain). When they resumed their journey she followed them, at times led them across some of the more difficult terrain. Oddly, the two-legs got the idea into their heads that she wished to be adopted into their pack, and they accepted her gladly. Nothing could be farther from the truth: Eithne only wished to be sure they weren't up to any mischief. She had encountered packs of two-legs before, burning and killing for sport, despoiling her home. They had been dealt with. With this pack she wasn't so sure. She smelled no malice in them. Also odd: she discerned no pack leader. How can a pack have no leader? Could they possibly want to be her pack?

Crouched on all fours underneath a briar patch Eithne watches the dwarves' rituals with interest. Afterwards, the feral druid cocks her ear at the strange whistling issuing from the cave mouth. She sniffs the air, alert to danger.

Eithne's passive perception is +7
Last edited November 2, 2015 6:28 pm
Nov 2, 2015 6:23 pm
The steam cloud emits from the cave twice a minute. The heat coming from it is quite minimal, and it should be easy to get into the cave mouth between bursts without much trouble.
Nov 2, 2015 10:34 pm
Eager to get inside the cave and into its darkness Tolvaj's patience is strained as Ohica goes about her ritual. "Fools and their gods" he thinks to himself shaking his head at his own former piety to Lolth.

"On with it then?"
Nov 2, 2015 11:47 pm
Ohica bows again, this time to Tolvaj. Thank you for your patience. If Boide is ready, then I think we can continue. Who has the best eyes to go in front?"

(OoC: Ohica's perception modifier is +2, so passive perception is 12.

How wide is the cave mouth? Will 2 or more fit abreast, or is it room for single-file only?)
Last edited November 3, 2015 12:52 am
Nov 2, 2015 11:57 pm
Boide rests his chin upon his greataxe. "I'm ready," he says. "But what about our human friend, here?" He indicates Xasu with a tip of his head.

OOC: Boide's passive perception is +0!
Last edited November 2, 2015 11:57 pm
Nov 3, 2015 1:02 am
"I see much better in the dark than I can out here. If we're ready I can lead and scout ahead a bit." Tolvaj offers as he gives Ohica a slight smirk at her bow.

The smirk isn't necessarily disrespectful - it isn't necessarily respectful though either.
Nov 3, 2015 1:05 am
"Drow are supposed to be very good in the dark, aren't they? I say that Tolvaj leads the way for us!" Valinar says suddenly, a very calm look on his face, a great departure than the blank look he normally wears. A few moments after his statement though his face slips back to normal, "It's quite pretty out here, isn't it?"
Nov 3, 2015 1:30 am
"It's beautiful. Mountain dells are the best." She reaches up and pats Valinar on the shoulder in what she thinks is a comradely fashion. Then she smiles at Tolvaj. "What a kind offer! Please lead and we will follow, Tolvaj!"

(OoC: Did Biscuitfiend end up making Xasu human, or half-orc? If he's half-orc, then we all have darkvision and no problem. But Xasu isn't in the character library, so I don't know...)
Nov 3, 2015 3:39 am
Without responding to the others Tolvaj will move to the mouth of the cave. If there's no obvious danger he'll move in far enough to let his eyes adjust to the dark, push the hood back from his hood, and look around.

Rolls

Stealth [+7] (Hiding in the darkness) - (1d20+7)

(6) + 7 = 13

Perception [+3] - (1d20+3)

(4) + 3 = 7

Nov 3, 2015 8:10 am
The cave is about eight feet in diameter and forty feet long. The ceiling and walls of the cave are slick with the condensed steam which runs down them. The floor is covered with several inches of fine muck. Airflows into the cave with a speed that causes torches to flicker madly, accompanied by a loud whistle. The rush of air slows down presently, and there is an ominous silence for a heartbeat or two. Then, almost without warning, a blast of steam flows against the cave ceiling and out the mouth. This flow, too, abates and the cycle is repeated.

The cave mouth is wide enough to fit in two by two.
Nov 3, 2015 8:32 am
Ohica gestures to Xasu and Boide to proceed if they want to go next, and then gestures to Eithne to join them from the shrubbery. Ohica will say, as an aside to Valinar: "Do you have a way to produce light, in case Xasu can't see in the dark?"
Nov 3, 2015 8:41 am
At Ohica's prompt, Boide uncoils from his rested position atop his greataxe. He looks at the spacing available inside the cave, and after a moment of consideration, slings his greataxe upon his back. He then hefts his smaller battleaxe and slides his left arm into his shield, and proceeds in after Tolvaj.

OOC: I totally forgot that Xasu was changed to be a half-orc in the Character Creation thread. I just based my RP on the character list in the game details.
Nov 3, 2015 12:23 pm
Valinar looks surprised that Ohica is speaking to him, "Light? Oh yes, I can produce the most wonderful lights!"
Nov 4, 2015 6:13 pm
"Good; I look forward to seeing them, even if we don't need it for our...uh...orcish friend..." Dwarven tradition celebrates one's ancestry, and the respectful way of referring to a person includes mention of their predecessors. Ohica is uncomfortable, not knowing the correct way to refer to Xasu's ancestry. She determines that, from now on, she will just refer to him by name, and hopefully that won't be too offensive. She'll make a point of asking him about it, later. "I'm sure they are wondrous!"

She waits patiently for Eithne to join them, dismissing an idle thought of holding out a treat like one would coax a wild animal as being disrespectful.

(OoC: I am chuckling every time I re-read your post Naatkinson: using Dancing Lights for illumination/entertainment!)
Nov 4, 2015 8:33 pm
Eithne watches as the dark one leads the pack into the darkness of the cave. She moves to follow, and is surprised to see the she-dwarf gesture and wait for her.

Eithne hasn't quite figured out this pack yet. They had spoken of recovering some stolen things. She remembers how the townsfolk used to get angry when she would take things. Tassarion had tried to teach her the concept of ownership but it puzzled her so. Shouldn't things belong to those who need it most? Most of Eithne's meager belongings were things she had taken from somewhere: her small knife, the chipped wooden shield. But if anyone needed those things more than she, Eithne wouldn't cling to them.

She turns her attention to the she-dwarf again. Ohica, she had called herself. Eithne had never had a name until Tassarion had given her one. Ohica smells patient, calm. The feral druid stalks on all fours past the dwarf, then pauses in a crouch, looks back, and surprises herself by holding up her hand, palm down, fingers curled, in a gesture of friendship
Last edited November 5, 2015 10:42 pm
Nov 5, 2015 5:15 pm
Boide takes a glance back, half-assessing the party behind him, and half-assuring himself that he really isn't suddenly alone with the dark elf. He fights back his nervousness and grumbles a calming prayer.
Nov 5, 2015 7:26 pm
Ohica follows Eithne into the cave.

(OoC: Beckoning cat! I love it!)
Nov 5, 2015 10:51 pm
Tolvaj continues to scan his surroundings while the others work their way in. "You'd think we were getting paid by the tenday!" he mutters.
Nov 5, 2015 11:15 pm
Tolvaj's vision reaches the back of the cave and he can see a fissure in the back wall. Just then the steam bursts forth from the fissure, clings to the ceiling and is expelled from the cave.

As the others enter the cave, some of you are forced to move deeper so that you can all fit. Those at the back find themselves near the fissure as it expels. You have no difficulty avoiding a scalding from the bursts of steam, but you are standing in ankle deep muck.
Nov 5, 2015 11:52 pm
I will search the room for secrets.

Rolls

Perception - (1d20+2)

(4) + 2 = 6

Nov 6, 2015 2:18 am
"Where to now? Any tunnels deeper in?"

Tolvaj will walk the perimeter looking for tunnel entrances or other exits.

Rolls

Perception [+3] - (1d20+3)

(13) + 3 = 16

Nov 6, 2015 3:30 am
Valinar is intrigued by the burping fissure, and conjures up a ball of blue light, sending it down the fissure to see if there's anything down there.

He also conjures up 3 other balls of light that seem to wander aimlessly around the chamber.

He is very careful to stay away from it while it sends out the steam, but he wants to know where it's all coming from.

Valinar casts the Dancing Lights cantrip
Last edited November 6, 2015 3:32 am

Rolls

Perception - (1d20)

(11) = 11

Nov 6, 2015 5:40 am
Boide grunts, pulling his feet from the muck with each step. It doesn't seem little more than an inconvenience, but the footing is definitely grabbing his attention.
Nov 6, 2015 6:02 am
Ohica inspects to see how large the fissure is. Is it a narrow crack...or something that someone could squeeze through?

(edit: to be in character)
Last edited November 6, 2015 8:43 am
Nov 6, 2015 7:53 am
The fissure is about a foot wide. Before it exhales steam, the air around it is sharply sucked in. Then, there is a brief pause (about 2 seconds), and suddenly steam bursts forth and the cycle repeats itself.

Searching the back of the cave Tolvaj's foot bumps into something beneath the muck. Part of the floor is different under his feet where he is standing. It is slightly raised, and is more even, than the rest of the cave floor. He prods it whatever it is with his foot and finds it to be solid, and estimates it to be a perfectly square area. It might be possible to, with some effort, clear away the thick muck and get a look at whatever it is.
Nov 6, 2015 4:43 pm
"I may have found something." Tolvaj says to the others as he starts clear an outline of the area with his boot so as to determine the overall size of the feature.
Nov 6, 2015 4:46 pm
Boide's mouth immediately speaks what's on his mind, "Trap?" Then, after a brief pause, "Or a doorknob?"
Nov 6, 2015 4:49 pm
After a few moments clearing away the muck it becomes clear that it is a trap door. A large iron ring is set into it.
Nov 7, 2015 12:32 am
Valinar approaches the trapdoor, directing his lights to float over as well so they can see more clearly, "Hmm, a trap door? Why would that be here? Seems like they would get more visitors if they had an obvious door!"
Nov 7, 2015 5:48 pm
"Good work, Tolvaj! Is it safe to open?" Ohica nods approvingly, trusting the rogue's sense for traps.
Nov 7, 2015 11:23 pm
"Safe or not it appears to be the only way for us to continue." Tolvaj answers as he continues to slowly walk around the door looking for any wires or other signs of traps.

Rolls

Perception [+3] - (1d20+3)

(19) + 3 = 22

Nov 7, 2015 11:25 pm
The door looks heavy, but otherwise Tolvaj sees nothing to worry about.
Nov 7, 2015 11:40 pm
Reporting his findings to the others he steps back from the door waiting for someone else to lead the way. "Looked safe enough to me but no need to put myself at risk if I may have missed something." he thinks as a slight smirk appears.
Nov 7, 2015 11:45 pm
Boide glances around at the group, then grunts and mucks through to the trap door. He secures his battleaxe and shield, then pulls on the door handle with his strength.
Nov 8, 2015 4:07 am
Ohica is prepared to jump down the hole with Boide.
Nov 8, 2015 8:02 am
Boide grips the iron ring, which is quite large and could easily accommodate another pair of hands, and heaves as hard as he can. The door doesn't even budge.

Rolls

Str Check - (1d20+1)

(4) + 1 = 5

Nov 8, 2015 2:19 pm
Ohica attempts to help.
Ulaa, that's heavy!
Last edited November 8, 2015 2:20 pm

Rolls

STR check - (1d20+1)

(12) + 1 = 13

Nov 9, 2015 5:24 pm
Ohica and Boide together pulling on the trap door. It creaks and groans as the struggle against it, then suddenly it pops open and the two are thrown backwards and splash into the muck by the force of their own heaving. The top rung of a ladder is visible at the top of the now accessible shaft. It descends into the darkness beyond the range of anyone's darkvision.

Sorry for the delay. Was trying to decide how to handle the situation, as making you roll until you succeed at a strength check - as the adventure requires - seemed silly. Instead, I decided failure here means 'progress, but with a setback' -- so Ohica and Boide, make a Con save with your next post ; )
Nov 9, 2015 5:37 pm
Boide pulls himself up to a sitting position. "Ha!" he shouts, flicking muck off his hands, though this simple act does not magically clean the rest of his body. "Told ya we'd get it open!"

Rolls

CON - (1d20+1)

(4) + 1 = 5

Nov 9, 2015 11:29 pm
"That was more entertaining than if the hatch had actually been trapped!" Tolvaj chuckles through a smirk as he watches Biode flicking himself clean.

Moving over to the hatch he takes a peek down but sees no ends to the ladder. Stepping aside he looks over the group: "Volunteers?"
Nov 10, 2015 12:15 am
Ohica sputters for a few moments, then spits some slop out of her mouth.
"Now, now, there's a clear order to these things: the greatest warrior traditionally goes first. Isn't that right, Xasu?"
Ohica is completely bewildered when the half-orc fails to volunteer, or even respond in any way.

Rolls

CON save - (1d20+2)

(2) + 2 = 4

Nov 10, 2015 8:24 am
Both Boide and Ohica feel a bit flush as they get to their feet and wipe off the mud.

Candi sent a note to spaceseeker19
Candi sent a note to CancerMan
Nov 10, 2015 9:02 am
Feeling like the whole world has gone topsy-turvy if Xasu isn't jumping headfirst into danger, Ohica pokes him in his superbly muscled abdomen. "I said: Isn't that right, Xasu?"
*What's next - vegetarian dragons, humorless halflings, well-mannered harpies?*

spaceseeker19 sent a note to Candi
Nov 10, 2015 10:17 am
Eithne doesn't understand the pack's hesitation. She lopes over to the trapdoor and pokes her head in, sniffing the air inside the shaft.

The feral druid pops back up, reaches into her pouch, and pulls out a sprig of what looks like spruce. On this she sprinkles what looks like ash, muttering quietly as she does. She waves the sprig around, flicking ash onto everyone's hair and clothes. A palpable hush settles over the group. Eithne makes sweeping motions with the sprig and the cave's shadows seem to gather closer, deepening, shrouding the group. Eithne flashes a toothy grin, and pokes her head into the hole again.

Casting Pass Without Trace: +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Last edited November 10, 2015 10:18 am

Rolls

Perception - (1d20+4)

(12) + 4 = 16

Nov 10, 2015 10:37 am
Eithne notices that the ladder descends to what must be a spiral stair case which continues winding downwards. She can sense a low, regular vibration coming from the depths below.
Nov 10, 2015 4:15 pm
Boide remains seated for a little while longer as the group inspects the entrance. He exhales, feeling a bit too much of the exertion from opening the door. Yes, that must be it.

He finally rises to his feet, habitually dusting his rear. Of course, that just adheres more muck to his hands, so he spends some time flicking the grime off, even going so far as to rub his hands on the wall.
Nov 10, 2015 11:25 pm
"Well, if no one else is going." Tolvaj sighs as he walks over to the hole and proceeds down the ladder.

He'll go about 10' down the ladder and take a look around.

Rolls

Perception - (1d20+3)

(2) + 3 = 5

Stealth - (1d20+7)

(8) + 7 = 15

Nov 10, 2015 11:51 pm
Tolvaj can now clearly see the bottom of the ladder, and indeed it lands on a spiral staircase that winds down even farther into the depths of the mountain.
Nov 11, 2015 12:19 am
Ohica sniffs in disdain at Xasu - the very IDEA of warriors not leading the way! It's just not done! - smiles at Eithne (so kind, little lost thing!) and follows Tolvaj down the ladder.
Last edited November 11, 2015 12:20 am
Nov 11, 2015 12:23 am
Tolvaj will move the rest of the way down the ladder and wait on the stairway while the others make their way down.
Nov 11, 2015 12:23 am
Boide gathers his equipment, then stands above the ladder. He is ready to descend next, but waits for the current occupants to clear before he starts. Once Tolvaj steps away, Boide begins to climb down.
Last edited November 11, 2015 12:23 am
Nov 11, 2015 2:48 am
Eithne scurries down after Boide to Tolvaj's position at the top of the stairway and peers down into the gloom..
Last edited November 11, 2015 3:42 am
Nov 11, 2015 3:33 am
Valinar follows the others down, taking his lights with him.
Nov 11, 2015 8:46 am
The group, accompanied by Valinar's lights, descends the ladder and the spiral stair. The staircase winds down for what has to be at least a hundred feet before coming to an end. As you descend, those of you with keen senses (Passive Perception 13+) notice the low, regular vibrations gently thumming within the walls. It's a bit... unsettling.

At the bottom of the staircase the floor is covered with water. Floating upon it are patches of green and white scum. Some of the scum has gained purchase on the rock walls and ceiling. It clings there, moist and ugly, staining the smoothly carved volcanic rock. Just opposite the bottom of the staircase you can see a ten-foot wide corridor that heads east.
Nov 11, 2015 8:54 am
Ulaa knows there are horrors as well as wonders underground. Ohica tries to inspect the scum without getting underneath it. "Do any of you recognize that?"
Last edited November 11, 2015 8:55 am

Rolls

Perception - (1d20+2)

(18) + 2 = 20

Nov 11, 2015 10:32 am
Eithne examines the green and white scum to see if it's something she's encountered before.

Would that be a Nature (+1) or a Perception or Survival roll (both +4)? I'm including a roll without modifiers.

EDIT: Never mind. :-P
Last edited November 11, 2015 10:34 am

Rolls

Examining the scum - (1d20)

(2) = 2

Nov 11, 2015 10:48 am
Ohica steps into the warm water to examine the scum. It sloshes around gently as her steps make small ripples. It's thick, moist and slimy. The green and white seem to be of different kinds. While they intermingle, they don't mix.

Eithne has never seen such a substance before.
Nov 11, 2015 2:17 pm
Valinar, curious as to what the muck is, steps into the water. He peers closely at the muck and tries to figure out what it may be and if it may be useful for his potion-making.

Rolls

Nature - (1d20)

(11) = 11

Nov 11, 2015 2:32 pm
Valinar examines the scum closely. He's seen similar stuff before near sewers and in underground caves, but never of this particular shade of green.

As you slowly gather in the water to peer at the scum, the footsteps and motion churns the water a bit. The water, and the dispersed bits of scum, splash up towards you.

Anyone desiring to not be splashed by scum, should make a dex save!
Nov 11, 2015 2:51 pm
Ohica recoils, instinctively bringing her shield around in front of her.

Rolls

DEX save (sigh) - (1d20-1)

(11) - 1 = 10

Nov 11, 2015 3:33 pm
Valinar recoils from the splashing scum

Rolls

Dex save - (1d20+2)

(9) + 2 = 11

Nov 11, 2015 3:33 pm
Eithne doesn't know what the strange scum is but her instincts tell her she should stay clear of it as she wades east towards the corridor.

Rolls

Dex save - (1d20+1)

(16) + 1 = 17

Nov 11, 2015 3:48 pm
Eithne deftly avoids the scum, while Ohica pulls up her shield and the scum slips around it and splashes over her arms. Valinar, steps backwards and directly into a clump of the stuff. Ohica and Valinar detect a grimy, unpleasant, smell - but otherwise, the scum appears to be rather mundane.
Nov 11, 2015 5:04 pm
Boide wonders what else can make this day go any better, as he tries his best to avoid yet more unsavory things.

Rolls

Dexterity - (1d20)

(3) = 3

Nov 11, 2015 5:09 pm
Boide stumbles forward, tripping over a loose bit of stone at the bottom of the stairwell, and lands face first in a thick portion of the scum. Scrambling to his feet, the stinky, moist substance slowly runs down his face and slops its way back onto the surface of the water.
Nov 11, 2015 5:35 pm
"BLAST AND BOTHER!" complains Boide, not caring for subtlety at this point. "It's in my beard!"
Nov 11, 2015 5:55 pm
Doggedly, Ohica slogs through the water to get to the other side and the corridor to the east. She is resigned to all the cleaning she will need to do to get the stains out of her tabard later. She knew she was going to get dirty, she just didn't expect it to happen quite so soon.
Last edited November 11, 2015 5:55 pm
Nov 11, 2015 10:53 pm
"Why are they always playing with stuff?"

Ducking, Tolvaj will attempt to dodge the incoming scum. He won't bother going into the water until he's convinced it hasn't harmed any of the others.

Rolls

Dexterity ST - (1d20+5)

(2) + 5 = 7

Nov 12, 2015 7:58 am
Ohica reaches the passage and finds that it is ankle deep with the warm, scummy water. It winds its way deeper into the mountain.

Tolvaj, making every effort not to get splashed by the scum, puts his hand on the wall to steady himself and plants it right into the thick of a patch of the white, smelly stuff.
Nov 12, 2015 8:34 am
Ohica continues to wend her way downward, trying to spot anything of interest in this long entrance tunnel. Meanwhile, at the back of her mind, she keeps reviewing the rhyme, wondering whether the white plume mountain was indeed the "feathered mound" mentioned.

North, past forest, farm, and furrow,
You must go to the feathered mound.
Then down away from the sun you'll burrow:
Forget life, forget light, forget sound.


She acknowledges that it's certainly dark enough down here, but she wishes that the rhyme included "Forget slime" too.
Last edited November 12, 2015 8:35 am
Nov 12, 2015 9:48 am
Eithne slinks along the corridor. She pauses and becomes aware of Ohica behind her.
Nov 12, 2015 2:11 pm
Valinar follows the rest of the party, humming tunelessly and making the lights dance for his amusement.
Nov 12, 2015 5:46 pm
Boide grumbles as he proceeds along, using the his battleaxe to prod his way and his shield to keep whatever slime he can out of reach.
Nov 12, 2015 6:20 pm
The hallway winds along for another fifty feet, and opens up into a comfortably sized room with three exits opposite where you enter. Before you, a gyrosphinx squats behind a free-form desk in the middle of the three-way fork. The sphinx is rather mangy and bedraggled, her hair in tangles. She is filing her nails, appearing thoroughly bored. As you approach she looks up, and in a monotone voice belonging to what must be the most bored receptionist in all the realm, she says "Welcome to White Plume Mountain. Can I help you?"
Nov 12, 2015 6:28 pm
Valinar steps forward, "Oh yes, you most certainly could. I am covered in the most dreadful slime now and I would just love to wash up, and a meal would be wonderful as well!" As he speaks, his lights zip around to highlight the slime that's covering his clothing.
Nov 12, 2015 6:30 pm
Boide pauses. This was certainly not what he was expecting.

At least they know they're in the right place.
Nov 12, 2015 6:41 pm
The sphinx yawns, "If you come for food and lodgings I'm afraid you've come to the wrong place. Nothing but slime, water, rumbling and grumbling around here."
Nov 12, 2015 8:44 pm
Flicking the muck off of his hand discreetly as possible Tolvaj realizes that if he doesn't catch up he'll be left behind. Sighing heavily he walks into the muck filled water and catches up to the others.
Nov 12, 2015 9:43 pm
"Rumbling? Grumbling? What do you mean?" Ohica tries to see if she can tell any difference between the three exits. Are they carved in stone? Is there a smell, or air currents, or noise?
Nov 13, 2015 12:13 am
Boide looks around the chamber. He uses the knob of his battleaxe as a cane and rests his elbow upon it. The trek was a bit tiring, and he is about to wipe his face with his sleeve, before he remembers the slime caked upon it.
Nov 13, 2015 7:51 am
The sphinx sighs again, "The low vibrations in the mountain. Shoulda' known you two-legs hadn't noticed it." She turns her attention back to filing her nails.

The three exits behind the sphinx are indistinguishable. There is, oddly, no smell at all coming from the other side of the room.
Nov 13, 2015 8:04 am
Eithne regards the strange creature across the room. Why does it have no scent? She lopes over to it to get a closer look.
Nov 13, 2015 8:30 am
Eithne starts to move closer, and halfway across the room she walks directly into an invisible barrier. The sphinx looks up, almost smiles, then says in a monotone voice, "This room is divided by a wall of force. It keeps unwanted guests out."
Nov 13, 2015 8:47 am
Eithne lets out a soft whine and starts pacing back and forth, trying to find the barrier's edges.
Nov 13, 2015 9:07 am
The wall of force extends the full width of the room, dividing it in half just as the sphinx said.

The sphinx rolls her eyes, "Are you wanting past the barrier then? Is that why you're here?"
Nov 13, 2015 3:14 pm
"Oh indeed, we would very much like to get past the barrier! I believe we have business further into the mountain," Valinar says, looking to the others for confirmation.

His lights are spinning in circles over his head, like a giant revolving halo.
Last edited November 13, 2015 3:15 pm
Nov 13, 2015 4:23 pm
"Well, in that case you may pass when you can answer the following riddle:

Round she is, yet flat as a board
Altar of the Lupine Lords
Jewel on black velvet, pearl in the sea
Unchanged but e'erchanging, eternally
Nov 13, 2015 4:27 pm
Valinar's face takes on that look of focus again as he mulls it over for a minute before speaking, "Is it the moon?"
Nov 13, 2015 4:30 pm
Ohica claps Valinar soundly on the back, pleased at his sagacity. *Yes, surely that's it!*
Nov 13, 2015 4:32 pm
Well, that was fast, thinks Boide. He nods approvingly, happy to have someone quick with their mind, if not their feet.
Nov 13, 2015 4:53 pm
The sphinx shrugs, "Yeah. It's the moon." Her eyes glow green briefly and pop echoes in the room. Eithne notices that the wall of force to her side has vanished and she is free to move about.
Nov 13, 2015 5:06 pm
"I knew you surface dwellers would come in handy!" Tolvaj says through a chuckle as he slowly moves towards the left most exit and peers ahead.

Rolls

Stealth - (1d20+7)

(16) + 7 = 23

Perception - (1d20+3)

(5) + 3 = 8

Nov 13, 2015 5:14 pm
Since the gyrosphinx seems willing to answer questions, Boide asks, "So, uh, what's beyond these tunnels?" He indicates all three.
Nov 13, 2015 5:30 pm
The sphinx doesn't look up from filing her nails, "No idea, never been."
Nov 13, 2015 5:39 pm
Now that the barrier has been lifted, Ohica will inspect the three exits again, more closely this time, to see if she can distinguish any differences.

(OoC: and the slapstick continues! Duuuuuhhhh...)
Last edited November 13, 2015 5:40 pm

Rolls

Perception - (1d20+2)

(1) + 2 = 3

Insight (if applicable at all) - (1d20+4)

(8) + 4 = 12

Nov 13, 2015 5:46 pm
Boide struggles to think of what Clanggedin would do. "Uh, need anything?" he asks, of the sphinx.
Nov 13, 2015 6:17 pm
The sphinx looks up, surprised at the offer, "Maybe a bit of meat. I haven't had horseflesh in ages. If you mean from inside the mountain, I suppose if you find something to get the grime out from under my nails I'd be happy to have it."

It is now plainly obvious to everyone that there is a thin layer of water on the floor in each tunnel. It's about an inch deep. Nothing distinguishes the hallways. They each extend beyond the limits of anyone's darkvision.
Nov 13, 2015 6:35 pm
Boide looks around at the others. Unfortunately, he doesn't have anything that would satisfy the sphinx. At least, not yet.
Nov 13, 2015 6:36 pm
"They all look the same to me... let's just pick a random one and head out," he points to the one on the far right, "I think we should go this way!"

His lights rush over and outline the rightmost passage.
Last edited November 13, 2015 6:37 pm

Rolls

Random Passageway - (1d3)

(3) = 3

Nov 13, 2015 6:54 pm
Note: The passageways are wide enough to walk 2 wide comfortably, or squeeze 3 wide. So, I'll need a marching order from you lot.
Nov 13, 2015 7:04 pm
"Why not!?" Tolvaj says to Valinar as he walks by towards the tunnel. "I'll scout ahead a bit. If you don't see any sort of signal from me then it's safe to move ahead...or that I've died. One of the two."

With that he moves into the tunnel...
Last edited November 13, 2015 7:05 pm

Rolls

Stealth - (1d20+7)

(1) + 7 = 8

Perception - (1d20+3)

(16) + 3 = 19

Nov 13, 2015 7:10 pm
Boide hefts his shield and battleaxe. "Um, don't have anything right now," he says to the sphinx. "If I find something, I'll keep you in mind." He moves to the entrance to the right passage and waits for Tolvaj's signal.
Nov 13, 2015 7:44 pm
Tolvaj gets about forty feet down the tunnel, splashing loudly as he misjudges the depth of the water. About forty feet down the hallway he can see that ahead, about another forty feet, it veers to the east. He also stops just before he steps into a pool of green slime. If it wasn't for glancing down just then he would've missed it, sitting there quietly beneath the surface of the water spread along the full width of the hallway.
Nov 13, 2015 9:42 pm
Tolvaj will stop in place and wait for the others to catch up.
Nov 13, 2015 9:45 pm
Valinar will wait a little while, and as Tolvaj instructed them to, move ahead, sending his lights zipping ahead to reveal any danger.
Nov 13, 2015 9:45 pm
"What is that, more slime?" calls out Boide. He sighs. "You think it's too late to try the other passages?"
Nov 13, 2015 10:25 pm
Eithne follows after Boide. This pack is making far too much noise! She congratulates herself for thinking to cast her spell.

OOC: Remindi Reminding everyone that you all get +10 to stealth checks from Eithne's Pass Without Trace.
Last edited November 13, 2015 10:27 pm

Rolls

Stealth - (1d20+13)

(10) + 13 = 23

Nature - (1d20+1)

(17) + 1 = 18

Nov 14, 2015 12:21 am
Anyone with nature +3 or greater realizes the following (and may make a Nature check to know more details about green slime): unlike miscellaneous water scum, green slime is a serious issue. It's highly corrosive, and as it eats away at flesh, it transforms that flesh into more green slime.
Nov 14, 2015 12:22 am
Ohica walks abreast of Boide, splashing stolidly through the water (how deep is it, on a dwarf?). She's amazed at how little noise she makes, given how much she usually flounders in water even when she tries to be quiet.

Ohica knows nothing about green slime.
Last edited November 14, 2015 12:23 am

Rolls

Stealth (WIS penalty and Pass w/out trace bonus) - (1d20+9)

(11) + 9 = 20

Nov 14, 2015 1:07 am
OOC: Added a Nature roll to my previous post.

Eithne inspects what Tolvaj has found, and recognizes the slime, recoils from it. Pointing to the slime, she speaks to Tolvaj in Elvish, "No." As the others catch up she makes forbidding gestures and speaks in common, "No. NO."
Nov 14, 2015 9:14 pm
Boide starts to backpedal, slowly. "Yes, I think we should try another passage."
Nov 15, 2015 5:21 pm
Etihne recalls that green slime is particularly vulnerable to fire, frost, intense light and magical effects that cure disease. Of course, this particular pool of green slime is under a hands-breath of water, and so oil and a torch won't work (the oil will just stay on the surface of the water).
Nov 15, 2015 6:20 pm
Eithne recalls that the two dwarves are both priests of some sort. The feral druid pulls on Ohica's sleeve and points to the slime again. She looks at both Ohica and Boide as she struggles to form speech, her face scrunching up with the effort, "Sick. Dis...dis-DISEASE." Eithne's mangled speech is a pidgin mix of Elvish and Common, sometimes slipping into Druidic so that she shakes her head and has to go back and rephrase. "Need...mend...no, HEAL. Fire...frost...SUN..." Eithne shakes her head in frustration, thinking of the various druidic magicks that she could have used to get past this obstacle. But today this caught her unprepared.
Last edited November 15, 2015 6:21 pm
Nov 15, 2015 6:22 pm
"Are you suggesting the slime needs some fresh air?" asks Boide.
Nov 15, 2015 6:27 pm
Ohica peers at the slowly shifting green gunk. Disease, huh? Ohica recalls her second cousin, who was also a bit of a black sheep by becoming a paladin. He would have been able to do something about this.

She could, too, with the proper prayer and invocation of Ulaa's strength. But her prayers have been in different direction so far today.

"She called it a disease. I can call upon Ulaa's might to cure this blight, but only after the appropriate hours of fasting, prayer and mediation."

Ohica listens to Boide's comment, then she peers at the slime again, billowing and roiling beneath the surface.

"Hmm. You're right."

Fire, she said...?

(OoC: would sacred flame work beneath the water? I guess I'll try.)


"On the other hand, we could just burn it in Ulaa's name."

She clears her throat.

"Ahem. Let us pray."

She begins the chant:

"Sacred Fire, Sacred Flame
Sacred Fire, Sacred FLAME!
"


...and casts Sacred Flame on the slime. Note that Sacred Flame is radiant damage, not flame, despite the name.
Last edited November 15, 2015 7:24 pm

Rolls

Sacred Flame damage - (1d8)

(5) = 5

Nov 15, 2015 6:30 pm
Boide considers all this. "I suppose that might work. But how do you administer herbs and potions to something that you don't even know which side it goes in?"
Nov 15, 2015 6:53 pm
While the others are trying to figure out a way to deal with the slime Tolvaj will take a closer look at the walls to see if there may be a way to climb around/over this thing.

OOC: Throwing out some rolls, just in case.

Rolls

Perception - (1d20+3)

(5) + 3 = 8

Investigation - (1d20-1)

(20) - 1 = 19

Nov 15, 2015 6:58 pm
The walls are relatively smooth. It would be a difficult scramble. An expert might be able to make the traverse.
Nov 17, 2015 9:23 pm
A burst of radiant light bursts forth from Ohica's outstretched hands. The light strikes the slime and it begins to smoke and sizzle. When the light fades a clear path has been burned through the midst of the slime. Bits of it still cling in the corners where the floor meets the wall, but the path down the middle is clear and no one is at risk of stepping in it as they pass.
Nov 17, 2015 10:33 pm
"Good work," nods Boide. He looks around the room to see if there's anything else of note.

Rolls

Perception - (1d20+2)

(3) + 2 = 5

Nov 18, 2015 2:41 am
Eithne beams at Ohica and lopes onward down the tunnel.
Nov 18, 2015 4:06 am
Barely pausing as he walks past Ohica, Tolvaj mumbles "Yes, well done, dwarf." and follows Eithne down the hall.

Rolls

Perception - (1d20+3)

(14) + 3 = 17

Stealth - (1d20+17)

(17) + 17 = 34

Nov 18, 2015 5:25 am
Ohica continues after the others, inspecting the corridor. How wide is it, and are they still wading in water as they continue? Like any disciple of Ulaa, this dwarf is fascinated by the construction of tunnels, chambers, and halls.
Nov 18, 2015 5:31 am
As he follows the others, Valinar's lights bounce up and down on the remaining bits of slime like a trampoline.
Nov 18, 2015 5:40 am
Boide strides purposefully ahead. His teachings seek comfort in battle, and so far it's been nothing but grime. Perhaps things will change further in.
Nov 18, 2015 9:26 am
Ohica continues splashing through the water down the 10' corridor, playing a game with herself that she's played since she was a little girl: Mental Map. Does it still feel like we're headed east, or are we heading in a different direction? Is the passage straight all the way back to the room with the Sphinx?

She looks around as they proceed, wary of further traps/obstacles.

Rolls

Perception - (1d20+2)

(9) + 2 = 11

Nov 18, 2015 9:51 am
As Ohica thinks back she realizes the passage, while the eastern of the three in the sphinx room, headed northeast. As she makes that note, the corridor turns sharply and heads due east. You follow the passage for another sixty feet before you reach a fork. One hallway here heads due north, the other continues east for twenty or so feet before sharply turning south. Do you take the north hallway, or continue east and then turn down the southward hallway?
Nov 18, 2015 3:25 pm
Eithne stops at the fork and waits for the others to catch up.
Nov 18, 2015 4:12 pm
"Seriously, another fork?" sighs Boide. He glances at Tolvaj. "Well, elf, do you see anything in either of 'em with your sharp eyes?" His tone indicates that if these passages are anything like the previous ones, they're not going to find any hints as to which one to take. But it wouldn't hurt to try.
Nov 18, 2015 5:03 pm
Ohica peers at the north fork, to see if there's anything noteworthy about it.

Rolls

Perception - (1d20+2)

(17) + 2 = 19

Nov 18, 2015 5:07 pm
The passage continues for another 60 feet, and Ohica can there make out what looks to be a narrow stair case that ends in a plain wooden door.
Nov 18, 2015 6:49 pm
"I can just make out some stairs heading up to a door, at the end of this tunnel..." Ohica reports to the others, while someone else goes to the corner to check out the southern passage, hopefully.
Nov 18, 2015 6:58 pm
Valinar creeps up and peers around the corner to the southern passageway.

Rolls

Stealth - (1d20+12)

(16) + 12 = 28

Perception - (1d20)

(13) = 13

Nov 18, 2015 7:02 pm
The passage continues for another 60 feet, and Valinar can there make out what looks to be a narrow stair case that ends in a plain wooden door.
Nov 18, 2015 7:08 pm
Valinar walks back to the group, "Same here, just a stairway and a door," with that he grabs one of his lights out of the air and shakes it, then tosses it on the ground like a die, "I say we go south!"
Last edited November 18, 2015 7:08 pm

Rolls

1=North, 2=South - (1d2)

(2) = 2

Nov 18, 2015 8:15 pm
Ohica shrugs; she'd just as soon follow one wall in any case, and going south follows the right wall.

"This is acceptable to me. Let's proceed with alacrity. I'm eager to get out of the water, and Boide here needs holy battle."
Nov 18, 2015 8:19 pm
"Well... yes," says Boide, the brief moment's hesitation quickly squashed. He pushes forward, mentally going over the battle hymns learned at temple.
Nov 18, 2015 8:27 pm
Hearing mention of possible battle, Valinar realizes that he feels rather vulnerable and quickly enacts a spell, "Elnaz Vak'tir"

As he finishes there is a barely discernible waver when looking at him, which quickly fades to invisibility. Valinar feels much safer now and his lights bounce in happiness.

Casting Mage Armor. AC is now 15
Last edited November 18, 2015 8:32 pm

Rolls

Wild Magic Roll - (1d20)

(8) = 8

Nov 18, 2015 10:53 pm
"I see nothing of real interest in either direction." Tolvaj answers Boide as he turns south and follows behind the others.
Nov 18, 2015 11:01 pm
...which I guess means that Ohica is leading the way.

(OoC: it's like a scene in a screwball comedy, where everyone is trying to hide behind everyone else!)

Ohica continues to peep the passage for interesting and/or dangerous features.

Edit: as she leads the way down the south passage (to be explicit).
Last edited November 18, 2015 11:02 pm

Rolls

Perception - (1d20+2)

(20) + 2 = 22

Nov 18, 2015 11:39 pm
Ohica leads the group forward and arrives first at the door. There is a small stair case, which the water stops just before, that ends in a plain wooden door.

This whole thing has, so far, been pretty much a screwball comedy... best 1ed update ever!
Nov 19, 2015 2:01 am
Ohica ascends the stairs, her boots squishing with each step. She examines the door.

Rolls

Perception - (1d20+2)

(12) + 2 = 14

Nov 19, 2015 7:16 am
It is, to her eyes, a plain wooden door.
Nov 19, 2015 8:05 am
It's tough to move, but with a good shouldering Ohica has the strength to open the door. It reveals a 30 foot square room with nine silvery globes hanging from the ceiling by fine wires. One 2-foot diameter globe hangs in the centre of each 10 foot square of the room. Other than the globes, and the still ever-present water on the floor, the room appears empty.
Nov 19, 2015 8:50 am
*There's still water on the floor? That's weird...*

Ohica pauses on the threshold, and asks "Does anyone else find this suspicious? Tolvaj, do you see any traps?"
Nov 19, 2015 4:40 pm
Boide sarcastically mutters, "Probably the entire room."
Nov 19, 2015 4:53 pm
Ohica nods. She looks in her pack. "Does anybody have a torch? I want to toss something in there that we don't need..."
Nov 19, 2015 4:59 pm
"I've got a candle," offers Boide, fishing through his pack. "... somewhere in here... "
Nov 19, 2015 10:51 pm
Tolvaj will give a quick nod to Ohica and will walk around the perimeter of the room searching for traps or other things of interest along the walls. As always he does his best to remain hidden in any shadows or cover that might present itself.

OOC: Offered two rolls for the searching, use which ever one I rolled best with makes sense - assuming they're needed at all.

Rolls

Perception - (1d20+3)

(8) + 3 = 11

Investigation - (1d20-1)

(11) - 1 = 10

Stealth - (1d20+17)

(20) + 17 = 37

Nov 19, 2015 10:58 pm
Boide finds one of the candles in his belongings, and holds it out to Ohica.
Nov 20, 2015 12:45 am
Ohica, who was preparing to toss something onto the floor before anyone entered the room, watches in a mixture of awe and disappointment as Tolvaj saunters into the room. She half expects him to be fried with electricity, so she is wondering how she could retrieve him if a trap does trigger...
Nov 20, 2015 7:38 am
Tolvaj scans the perimeter of the room, and finds nothing of note. Each of the nine clear globes contains something different. One has a thick greyish fluid with something floating in it, another is filled with gems, another water with a potion and a key submerged in it...
Nov 20, 2015 5:15 pm
AFter waiting a few moments with bated breath, Ohica tentatively enters the room as well.

"I figure that this is either a storage room, or it has a secret exit. And if there's a secret exit, there's probably a lock and/or a trap protecting that route...what curious spheres! Each one appears to be different..."

Ohica will inspect each of the spheres, taking careful note of the details of each.

(OoC for the sake of discussion/description, can we refer to the globes numerically, starting with the northwest sphere and counting across and down, as we would read a book, like this:

1 2 3
4 5 6
7 8 9

How does that sound?)
Nov 20, 2015 5:19 pm
Valinar wanders into the room, taking a close look at each of the globes. A whim takes hold and he pushes on one of the globes at random. He just happens to push on the one in the center of the room.
Last edited November 20, 2015 5:20 pm

Rolls

Globe pusher! - (1d9)

(5) = 5

Nov 20, 2015 5:23 pm
No one seems to have immediately died upon entering the room. Boide crosses the threshold and looks around. "Seems too organized to be simple storage," he opines. "Looks like a puzzle, but what sort?"

Boide looks up, at the point where the fine wires meet the ceiling. He tries to discern how they are attached, or if they go through the ceiling through tiny holes. "Do you touch the spheres? Pull them in sequence? Or break them?"

OOC: I'm down with that mapping.

Rolls

Investigation - (1d20)

(11) = 11

Nov 21, 2015 9:03 am
As the last of you enters the room, the door slams shut, sealing you in.

Ohica, inspecting the spheres, notes that they are all identical in design. The contents of each vary, although each contains a key. Several appear to contain treasure as well. She gets the sense that they could easily be broken with a good thwack of a hammer or blunt weapon, as they appear to made of some kind of glass.

Valinar pushes the globe, and it swings just as one might expect.

Boide notes that the wires are affixed to the ceiling, and do not run through it.
Nov 21, 2015 11:49 am
Xasu snaps out of his introverted mind. "UrrrGGGGHHH!"

Trait: I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.

"Don't you fools realise there is only one way to solve these kinds of obvious problems!!"

Xasu approaches the nearest sphere with a key, draws a longsword which he pulls above his head with one hand, shaking, before bringing it straight down onto the sphere.

Rolls

Attack roll - (1d20+5)

(11) + 5 = 16

Slashing damage - (1d8+5)

(6) + 5 = 11

Nov 21, 2015 12:43 pm
Xasu strikes the sphere and it smashes open, spilling its contents to the floor. A silvered key and a ring land in the muck on the floor under the globe.


1 2 3
X 5 6
7 8 9

Rolls

Sphere - (1d9)

(4) = 4

Nov 21, 2015 4:32 pm
Is there a keyhole visible in the room? Ohica searches.

(If you'd like me to make separate searches for different parts of the room, let me know.
Last edited November 21, 2015 4:33 pm

Rolls

Search for keyhole (Perception) - (1d20+2)

(16) + 2 = 18

Nov 21, 2015 4:36 pm
The only keyhole Ohica sees is in the door that slammed shut when the last of the group entered the room.
Nov 21, 2015 4:37 pm
Boide swishes through the water, using his shield and battleaxe to push and prod for anything submerged.

Rolls

Perception, focused on the floor. - (1d20+2)

(16) + 2 = 18

Nov 21, 2015 4:47 pm
Besides the silvered ring and key that dropped to the floor after Xasu smashed the orb, Boide finds nothing of interest.
Nov 21, 2015 5:53 pm
Valinar will walk over and find the ring and key that fell. Once he has the key, he will try it in the door and see what happens.
Nov 21, 2015 5:58 pm
Boide asks, to the room in general, "Do you think the entire mountain is like this?"
Nov 21, 2015 6:01 pm
"Probably a lot more tricks and riddles, yes...." Ohica pats Boide sympathetically on the shoulder. "Don't worry - next time we'll try to get the riddle wrong, and you'll have something to smite."
Nov 21, 2015 6:02 pm
"Unless it smites us, first," grumbles Boide. He grunts. "Well, let's get this over with, and figure it out!"
Nov 22, 2015 12:16 am
The key does not fit in the lock.
Nov 22, 2015 1:39 am
"All right, if that didn't work, let's try the next one!" says Boide, and he takes out Globe #5 in the center of the room.
Nov 22, 2015 10:21 am
Boide smashes the middle globe, and another key falls into the muck along with nearly a dozen gems.


1 2 3
X X 6
7 8 9

Stuff on the floor: Ring (globe 4), 11 gems (globe 5), key (globe 5)
Nov 22, 2015 10:56 am
"Ughhh...well, I didn't hurt anyone. Watch out, there may be a catch"

Ignoring the treasure, Xasu waits for Boide to use the next key, before smashing globe no. 7
Nov 22, 2015 4:59 pm
Keeping to the edge of the room Tolvaj watches as some of the others smash globes. "Nothing like the subtle approach."
Nov 22, 2015 5:01 pm
Boide fishes around in the muck, gathering the gemstones and the key. The gems can be appraised later by a careful eye, and if they turn out to be fake he'll have something to throw at whoever designed this blasted mountain. He then tries the key in the door.
Nov 22, 2015 5:12 pm
Upon picking them up, Boide immediately notices that the gem stones are, in fact, glass. The key does not fit into the lock.

As soon as he tries the key and it doesn't work, Xasu smashes another orb. From it, another key and a wand fall to the ground.

1 2 3
X X 6
X 8 9

Stuff on the floor: Ring (globe 4), Wand (globe 7), key (globe 7)
Nov 22, 2015 5:20 pm
The wand catches Tolvaj's eye but he'll remain against the wall.
Nov 22, 2015 5:30 pm
Boide scoffs. "Bah. I'd put them all in a pouch and chuck it at whoever designed this blasted mountain," he says, giving insight into what he was previously thinking, "but then I'd waste a pouch!" He casts the gemstones off to the side.
Nov 24, 2015 6:37 am
Ohica will retrieve the ring (4), wand (7), and key (7).

Can we see what is in each ball along with the key before we smash them?
Last edited November 24, 2015 10:31 am
Nov 24, 2015 10:00 am
Ohica collects the items from the floor, and tries the key in the door. Again, it doesn't fit.

You can make out some things yes. In addition to a key, you can see:

1 - A large number of discs
2 - A potion
3 - Jewellery
6 - Jewellery
8 - A ring
9 - Gems

Also, keep a note of which spheres those came from. It takes a short rest to identify items, or an identify spell.
Nov 24, 2015 3:46 pm
"Well, I already smashed open some fake gems," says Boide. "Let's try the one with the potion." He breaks open Globe #2 and tries to catch the potion before it hits the ground.

Rolls

Acrobatics - (1d20)

(18) = 18

Nov 24, 2015 4:57 pm
The globe smashes, dropping its contents. Boide catches the potion before it hits the ground, but lets the key fall. The potion is in an ornate glass and looks to be some kind of swirling silver fluid.

1 X 3
X X 6
X 8 9

On the floor: Key (globe 2)
Nov 24, 2015 5:38 pm
Boide slips the potion into his pack for later identification, then fishes around for the key; he'll try the door once he recovers it.
Nov 24, 2015 5:45 pm
The key, as with all of the others, fails to open the door.
Nov 24, 2015 6:17 pm
Boide works systematically (assuming others aren't interrupting), and opens up Globe #1 to recover its contents. The key will be used in the door, as usual.
Last edited November 24, 2015 6:17 pm
Nov 24, 2015 6:24 pm
Hundreds of lead discs fall to the floor, mixed in with a key... as does something all together more frighting than a handful of false gems. A shadow, mixed in with the lead discs, unfolds itself, manifesting a shadow demon. The creature, before it is even fully formed, lunges for Boide and slashes at him with a half-formed incorporeal claw... but the dwarf manages to step back and evade the attack.

COMBAT!

Player turn. Act in any order. Boide is engaged with the Shadow Demon, the rest of you are not.

Rolls

Attack - (1d20+5)

(5) + 5 = 10

Damage - (2d6+3)

(34) + 3 = 10

Nov 24, 2015 6:31 pm
Valinar's face takes on that focused look as he sees his companion being assaulted and he quickly weaves a spell to help fight the beast off, "Trez Reg'al!"

Chromatic Orb
1st-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a diamond worth at least 50 gp)
Duration: Instantaneous
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Last edited November 24, 2015 7:05 pm

Rolls

Chromatic Orb - (1d20+5, 3d8)

1d20+5 : (7) + 5 = 12

3d8 : (378) = 18

Using Lucky to reroll the attack! - (1d20+5)

(15) + 5 = 20

Wild Magic! - (1d20)

(15) = 15

Nov 24, 2015 6:43 pm
"Ha!" exclaims Boide. "This is more like it!" He sets his feet after he dodges the shadow's claw and raises his shield, battleaxe held behind him.

The war-caster's eyes glint as he points his battleaxe at the shadow, and he roars "Light 'em up!" as Sacred Flame cascades down upon the specter.

Casting Time: 1 action
Range: 60'
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

Rolls

Sacred Flame damage - (1d8)

(3) = 3

Nov 24, 2015 6:45 pm
While the loud, angry ones were smashing things Eithne was pacing the perimeter of the room uneasily. Something just didn't smell right. When the shadow creature appears the feral druid whips out her club and with a snarl, leaps forward.

Bonus action to cast Shillelagh. Action to attack..
Quote:
Transmutation cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (mistletoe, a shamrock leaf, and a
club or quarterstaff)
Duration: 1 minute
The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.
Last edited November 24, 2015 7:07 pm

Rolls

Attack (using Wisdom) - (1d20+4)

(20) + 4 = 24

damage - (1d8+2)

(2) + 2 = 4

crit damage - (1d8)

(3) = 3

Nov 24, 2015 11:02 pm
Tolvaj will quickly try and hide in any shadows that may be about (Rogue Cunning Action) and then attack with a light crossbow. "This is more like it!"

Rolls

Hide (do we still get the +10) - (1d20+17)

(18) + 17 = 35

Crossbow Attack - (1d20+5)

(6) + 5 = 11

Crossbow Attack (advantage roll if hidden) - (1d20+5)

(16) + 5 = 21

Crossbow Damage - (1d8+3)

(7) + 3 = 10

Sneak Attack Damage (assuming advantage or creature engaged) - (2d6)

(22) = 4

Nov 24, 2015 11:17 pm
"Sacred Fire, Sacred Flame
Sacred FIRE, Sacred FLAME!"


Ohica chants out another Sacred Flame cantrip, DEX save DC is 12.
Last edited November 24, 2015 11:18 pm

Rolls

Sacred Flame damage - (1d8)

(1) = 1

Nov 24, 2015 11:20 pm
The shadow demon is blasted by a chromatic orb and searing column of light all at once. The fire burns through parts of its shadowy cloak, which then rapidly reforms.

Eithine strikes it with a club, which grows a bit larger and more natural as she wields it. The club impacts on the middle of the demon, and the shadowy bit of its body where the club hits sizzles and smokes.

Tolvaj fires a shot at the demon, the bolt passes clean through it. Like with the flames, however, the trailing bits of shadow fold in over the wound.

Ohica's flame, like Boide's, strikes the creature but the fire is ineffective.
Nov 24, 2015 11:23 pm
http://dnd-wiki.org/w/images/thumb/d/d2/Shadow_Demon_by_BenWootten.jpg/300px-Shadow_Demon_by_BenWootten.jpg

The shadow demon, now fully formed, lunges for Boide with another vicious swipe of its claw.

Players are up again. Xasu has 2 turns worth of actions.

Rolls

Attack - (1d20+5)

(18) + 5 = 23

Damage - (2d6+3)

(13) + 3 = 7

Nov 24, 2015 11:35 pm
"Who has the wand?" Tolvaj yells as he once more attempts to hide.

Rolls

Hide while the others die? - (1d20+17)

(8) + 17 = 25

Nov 24, 2015 11:42 pm
Ohica pulls out and brandishes the wand.
Nov 24, 2015 11:55 pm
"Oh, think yer fancy, huh?" says Boide, as the attacks seem to do nothing.

When the demon fully forms, Boide's boisterous tone lowers a bit, his eyes tracking upward. "Uh.. yeah, lookin' quite sharp there.." It is enough of a pause that the slashing claw practically knocks him aside.

Boide gathers himself, and picks up a lead disc and flings it at the shadow demon.

Rolls

Throwing lead disc - (1d20)

(17) = 17

Nov 25, 2015 12:05 am
Not having any other tools at his disposal, Valinar unleashes a bolt of fire on the shadow demon, as well as having his lights begin to circle the demon, to make sure it has no shadows to escape into.

Fire Bolt
Evocation Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried

Rolls

Fire Bolt on Shadow Demon - (1d20+5, 1d10)

1d20+5 : (6) + 5 = 11

1d10 : (6) = 6

Nov 25, 2015 1:15 am
Xasu spots the ring and cleans it off with his clothes. Sniffing it first, he carefully observes it for signs of magical curse or boon.

Rolls

Arcana - (1d20+1)

(17) + 1 = 18

Nov 25, 2015 10:04 pm
Ohica is startled when she (edit: pulls) feels a tug at her hand, but then she relinquishes the ring to Xasu as she resumes brandishing the wand.
Last edited November 25, 2015 10:04 pm
Nov 29, 2015 9:23 am
Xasu takes the ring and examines it. His intuitions confirm it is indeed magical. It would take some time to sort out precisely what it does however (That is, a short rest is required to identify a magic item.. or just wearing it would work too!).

The lead disc passes harmlessly through the demon, as does Valinar's firebolt. The lights dance around the demon and chase off the natural shadows near it. The creature hisses and lunges for Boide again.

Player turn, Ohica and Tolvaj have 2 sets of actions as they didn't really act during the previous round

Rolls

Claw v Boide - (1d20+5)

(20) + 5 = 25

Damage - (2d6+3)

(51) + 3 = 9

Crit Damage - (2d6)

(63) = 9

Nov 29, 2015 2:37 pm
Emboldened by the effectiveness of her first attack, Eithne swings her shillelagh at the shadow creature again.
Last edited November 29, 2015 6:17 pm

Rolls

damage - (1d8+2)

(2) + 2 = 4

Atack roll (using wisdom) - (1d20+4)

(6) + 4 = 10

Nov 29, 2015 4:56 pm
Boide withers under the savage attack, and weakly raises his shield as he tries to Disengage and put as much distance as possible between himself and the demon.

As he backs away, Boide gasps for Clanggedin's protection. His brief prayer is answered as his battleaxe flares with spiritual energy, illuminating the blade with a holy light.

Bonus action, casting Magic Weapon.
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour.
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.


Prove yourself, then, says a voice somewhere in Boide's thick skull.
Nov 29, 2015 5:24 pm
Tolvaj, seeing that none of the attacks against the shadow appear to be working continues to remain hidden in the shadows.
Nov 29, 2015 6:16 pm
Grunting, Xasu swirls his longsword around him to deliver a slash through the shadow creature, before circling behind it. He pays attention to the resistance his sword meets as it passes through.

Rolls

Attack, damage - (1d20+5, 1d8+5)

1d20+5 : (3) + 5 = 8

1d8+5 : (7) + 5 = 12

Nov 29, 2015 9:26 pm
Eithine swings but the shadow demon drifts away from her and she misses. Xasu's blade passes through the creature and meets no resistance at all. It is unfazed by the attack.

Both miss. Ohica's action.
Dec 2, 2015 6:38 am
Ohica tosses the wand aside (incidentally towards the shadows where she thinks Tolvaj went), and calls upon the power granted to her by the patron god of caves and mountains.
"ULAA! I rebuke thee, foul darkness, in the name of Ulaa, who raises up mountains and tumbles them down! Begone!"

Ohica holds forth the golden medallion depicting a mountain with a ruby heart, which is the symbol of Ulaa.

(OoC: I think this is a shadow creature, rather than undead, but as her first action Ohica is trying to Turn Undead anyway, just in case.)
Dec 2, 2015 5:32 pm
Holy light leaps forth from the medallion, covering the shadow creature and briefly blinding everyone in the room. As the light fades the creature is unharmed and unaffected.
Dec 2, 2015 5:58 pm
Ohica persists, this time invoking a holy spell (guiding bolt). "Ulaa, guide my hand to smite thy foe with your power!"

(Guiding bolt: Ranged spell attack: 4d6 radiant damage and target grants advantage to the next attack.)

Rolls

Guiding bolt, damage on hit - (1d20+4, 4d6)

1d20+4 : (12) + 4 = 16

4d6 : (5515) = 16

Dec 2, 2015 6:11 pm
The shadow creature is blasted backwards by the guiding bolt. It slams into the wall... then vanishes in a wisp of shadow. Tolvaj notices the wand on the floor. As he glances downward, motion catches his eye and he jumps backwards just as the shadow demon emerges from the shadows he was hiding within, claws reaching for Tolvaj's throat.

Ohica hits, deals 16 damage. Advantage on all attacks against the shadow demon for this round.

Shadow demon Disengages from Xasu with its Action. Move action to shadow ambush Tolvaj - Tolvaj grants advantage to the shadow demon until the end of its next turn.

Player turn!
Dec 2, 2015 6:20 pm
Valinar is getting tired of this demon, but is reluctant to burn through his magical reserves this early in the day, and settles on a weaker spell. "Fete Ka'ra!" he holds out his hand and launches another bolt of flame at the dark creature.

Fire Bolt
Evocation Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried

Rolls

Firebolt - (1d20+5, 1d10)

1d20+5 : (13) + 5 = 18

1d10 : (6) = 6

Dec 2, 2015 6:21 pm
The bolt strikes the creature, briefly staggering it and giving Tolvaj a chance to react to his sudden assailant.

Hit for 3 Damage
Dec 2, 2015 7:18 pm
Boide moves to the shadow demon's new location, and swings his now-magical battleaxe at the fiend. "Clanggedin, guide my hand!" he cries as he brings the fury of the gods down with his strike. Inspired by the fight, the War Priest strikes again, slashing his weapon across.

Still concentrating on Magic Weapon, which I think would break if I try to cast another spell? Correct me if I'm wrong.

Using Channel Divinity: Guided Strike to add +10 to my attack roll, and using War Priest bonus action to make another weapon attack.

Guided Strike allows me to choose whether or not to use the bonus after I see the roll, so I will apply it to... eh, same roll for both, so apply it to the either attack for a to-hit of 26.
Last edited December 2, 2015 7:18 pm

Rolls

Battleaxe +1, Damage - (1d20+2, 1d8+2)

1d20+2 : (14) + 2 = 16

1d8+2 : (8) + 2 = 10

Battleaxe +1, Damage - (1d20+2, 1d8+2)

1d20+2 : (14) + 2 = 16

1d8+2 : (5) + 2 = 7

Dec 2, 2015 8:52 pm
Snarling, Eithne whips around and swings at the shadow again.
Last edited December 2, 2015 8:54 pm

Rolls

Attack (using Wisdom), advantage - (1d20+4, 1d20+4)

1d20+4 : (10) + 4 = 14

1d20+4 : (6) + 4 = 10

damage - (1d8+2)

(7) + 2 = 9

Dec 2, 2015 9:03 pm
Boide's magically imbued axe swirls across the room and slices through the shadow. In the same moment, Eithne spins and leaps at the shadow, swinging her club in a wide arc. The club slams into the shadow demon and it suddenly disperses.

Hit on both counts, and it's now thoroughly dead. Combat over.
Dec 2, 2015 11:00 pm
Tolvaj stands, mouth agape, as the Boide's axe rips into the demon apparently sending it back to the abyss.

"Err, well done."
Dec 2, 2015 11:23 pm
Boide sinks to his knees, exhausted and bleeding. He gives a vague nod to Tolvaj, then props himself up with his battleaxe. Boide begins to pray, giving thanks to his patron deity and drawing renewed strength to mend his wounds.

"Now that that's over," he says once his prayers have ended, "could we take a bit of a breather?" Boide takes a few deep breaths, somewhat winded.

In fact, he prays again for good measure as he still feels weakened from the battle. "Oh, and try that key."
Last edited December 2, 2015 11:33 pm

Rolls

Cure Wounds on Self - (1d8+4)

(1) + 4 = 5

Another Cure Wounds - (1d8+4)

(4) + 4 = 8

Dec 3, 2015 8:03 am
They key doesn't fit in the door.
Dec 3, 2015 3:51 pm
"Well done friends. I am powerless before the arcane, even with all my prowess. Perhaps this indiscriminate smashing will not help us either."

Xasu rubs his chin and falls back to a wall, looking carefully over the room: the door, the orbs, walls, floor, ceiling...and trying to see if there is some obvious solution to this strange puzzle.

Rolls

Intelligence check - (1d20+1)

(19) + 1 = 20

Dec 3, 2015 4:28 pm
Each orb contains a key, although each key looks slightly different. Seems the obvious solution is the right one - one of those keys opens the door. The problem is, there's no clue as to which one.
Dec 3, 2015 4:36 pm
Valinar, tired of being stuck in this infernal room, smashes orb #9 and tries the key.
Last edited December 3, 2015 4:36 pm
Dec 3, 2015 5:35 pm
About six hundred gold worth of genuine gems (rubies and emeralds) falls to the floor. The key that accompanied them, however, does not work.

X X 3
X X 6
X 8 X
Dec 3, 2015 5:39 pm
Valinar will pick up the gems and smash Orb #8, One of these has to work!
Dec 3, 2015 5:41 pm
The orb shatters and a key and a ring fall to the floor. Before Valinar can move a voice echoes in the room, which seems to be coming from the ring...

Stop before you put me on, for once you have done that I cannot be removed lest my power be lost. I confer upon the wearer the following powers: invisibility, haste, flying and treasure finding, though some of these powers may be used but a limited number of times. I also protect from harm and charm and turn spells. Lastly, I can grant one wish. My drawback is that I eat 5 hit points per year, never to be regained. Choose now whose hand I grace permanently, for I must be worn for me to leave this room.
Dec 3, 2015 5:44 pm
"If it's too good to be true, it probably is," mumbles Boide. He decides to try the key from Orb #8, temporarily ignoring the ring.
Dec 3, 2015 5:44 pm
The key unlocks the door!
Dec 3, 2015 5:46 pm
Valinar looks at the ring warily, being sure to step carefully around it rather than touch it. His lights dance in an agitated manner before rushing out the door. He follows them out quickly, trusting them to guide his way.

Wish these lights didn't require concentration, I'd keep them as a permanent fixture.
Dec 3, 2015 5:46 pm
Boide claps his hands, thankful to be free of this room. He opens the door and pokes his axe through the portal to check if there's any invisible force that would prevent exit. If not, he steps out.
Dec 3, 2015 5:53 pm
Valinar and Boide exit the room without resistance.
Dec 3, 2015 10:30 pm
Still interested in the wand that was thrown in his direction Tolvaj will pick it up and inspect it a bit while following Valinar and Boide out the door.
Last edited December 3, 2015 10:31 pm

Rolls

Investigation or Arcana - (1d20-1)

(11) - 1 = 10

Perception - (1d20+3)

(5) + 3 = 8

Dec 4, 2015 9:22 am
Eithne helps gather up the treasure but not having any real understanding of material wealth she makes no distinction between the precious gems and the lead discs. She scoops up what she can and gives it to Ohica. When she gets to the talking ring sje picks it up and presents it helpfully to Ohica as well.
Dec 4, 2015 10:00 am
Tolvaj inspects the wand. It is definitely magical. It would take a good moment or two (short rest) to figure out its actual function. Unless, of course, he just tried it out...
Dec 4, 2015 7:08 pm
Ohica will take a short rest, examining the talking ring that Eithne has handed to her.
Dec 5, 2015 1:05 am
"If we don't have time to take a nap," says Boide, assessing the condition of the rest of the party, "then by Clanggedin's blessing I'll press on with the lot of ya."

He glances down at his torn clothing and bloodied armor. Boide looks about ready to say more, but decides to remain silent and looks to the party's decision.
Dec 5, 2015 1:48 am
Eithne studies Ohica studying the ring. The dwarf smells wary and uncertain. The entire pack smells wary. The other dwarf, Boide, smells exhausted but determined. The ring said it would help them if they wear it. Why don't they wear it? The ring doesn't smell like anything. Eithne cocks her head and waits to see what the pack does.

Rolls

Insight - (1d20+4)

(13) + 4 = 17

Dec 5, 2015 2:15 am
Tolvaj flips the wand in his hand a few time and points it down the hallway away from the others in the group. "I wonder... Nah, better not."

"I would like to take a while with this wand to determine its function. Shouldn't take too long."
Dec 5, 2015 12:00 pm
"Wait. Maybe we should listen to this ring. Does anyone have magicks that would help us identify the true nature of it's curse? Imagine wielding that power, even for a short time."
Dec 6, 2015 10:34 pm
The group sits down to have a brief rest. Ohica examines the talking ring, which tries to strike up a conversation with her while she examines it, Tolvaj looks over the wand and Xasu looks over the other magic ring that was found.

Xasu discovers he is holding a limited-use ring of Flying with a mere 4 charges remaining (action to use, and you gain a 60 ft fly speed for 10 minutes). Tolvaj's wand is a wand of Hold Person, with a single charge remaining (Choose a humanoid that you can see within 60 feet. The target must succeed on a Wisdom saving throw, DC 13, or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target). Ohica confirms that the ring, indeed, has all of the powers it claims to have.

Let's, for simplicity, call this a full on proper short rest with all the usual benefits of a full short rest.
Dec 6, 2015 11:09 pm
Boide spends the time resting and recovering from the battle.

OOC: Now at 20/27 HP.
Last edited December 6, 2015 11:10 pm

Rolls

Regain 1 Hit Die - (1d8+1)

(4) + 1 = 5

Dec 6, 2015 11:22 pm
Xasu smiles and puts on the ring, musing openly about it's properties. He sits back and tries to meditate, but is occasionally shifted back violently by his bloodthirsty thoughts.
Dec 7, 2015 7:28 am
Eithne watches everyone intently, curious about the trinkets. When she sees Xasu put on his ring she turns to Ohica, head cocked quizzically, waiting to see if the dwarf will wear the talking ring. If Ohica doesn't wear it, Eithne will reach out tentatively to take it.
Dec 7, 2015 11:01 pm
"This may just come in handy!" Tolvaj thinks as he flips the wand in his hand before hooking it to his belt.
Last edited December 7, 2015 11:01 pm
Dec 7, 2015 11:07 pm
Valinar doesn't even notice his companions playing with their new toys, he is too distracted by the lights that seem to be bouncing up and down on the ground in front of him. He nods occasionally at them and appears to be listening intently to something but nobody is sure what it could be.
Dec 8, 2015 8:07 am
Ohica hands the ring over to Eithne and gets up, preparing to venture forth once again.
Dec 8, 2015 8:17 pm
Eithne is startled when Ohica hands her the ring. She was sure the dwarf was about to put it on. The ring had spoken, but it did not have a scent. Eithne growls at it, shakes it, and puts an ear to it. The ring does not speak again, but Eithne can sense powerful magic pulsing from it. The ring had promised unnatural powers but also warned it would curse its wearer to waste away as if from a disease. Tassarion had warned her of such things. There is no reason for Eithne to bother with such a thing. And yet... Eithne peers at the ring intently, then slides it onto her left forefinger.
Dec 8, 2015 11:27 pm
Upon putting the ring on Eithne's hand visible withers a little as the ring drains some of her lifeforce. She also feels attuned to the ring and can sense its powers. She feels resistant to some magics, and knows that she could become invisible, faster, sprout wings, find treasure and, even.. make a wish.

Eithne loses 5 maximum HP, permanently.
The ring has 12 charges, and regains 1d6+2 charges during a short rest. It has the following spells, charge cost in brackets:

Invisibility (2)
Haste (4)
Flight (3)
Treasure Finding (2)

The ring grants Advantage on saves against charm and turning spells, and reduces the damage from harm spells by half (the inverse of cure spells).

You may also cast the Wish spell once in your lifetime.
Dec 9, 2015 6:55 am
Ohice steps back out into the corridor.
Dec 9, 2015 7:10 am
Eithne yelps when the ring claims some of her life force just as it had promised. Instinctively the druid shifts. Her limbs elongate and she sprouts a bushy tail and where she was hirsute before she is now totally covered in a reddish, downy fur. Her face, now decidedly vulpine, is unrecognizable save for her eyes. Panting, but upright on two legs, she follows Ohica.
Dec 9, 2015 7:20 am
As Eithne leaves the room she feels something change. She reflects on the ring's power and finds it... empty? Indeed, it appears to now be nothing but a plain and ordinary ring.
Dec 9, 2015 5:15 pm
"Well, whenever we're ready to go," says Boide, preparing to head back up the corridor. "Let's try that other passage, the one that went north."
Dec 9, 2015 5:25 pm
Eithne whines confusedly, sniffs at the ring, then growls at it. She speaks to it in druidic: Thief. Liar. She hears Boide's voice and sees him pointing north. Eithne bounds that way down the passage, leaving the rest of the pack in her wake.

https://s-media-cache-ak0.pinimg.com/236x/4b/e8/09/4be809f6bc191368eac80f6ba86bd674.jpg
Last edited December 9, 2015 5:27 pm
Dec 9, 2015 10:57 pm
"As good as any other, I guess." Tolvaj says to Boide as he walks into the corridor. "Could do without another room such as this!"
Dec 10, 2015 11:21 am
Xasu stands straight and heads down the corridor with Tolvaj. "The Druid seems unhappy with the bargain she struck. We ought to be wary of any magic here!"
Dec 10, 2015 11:28 am
The group presses on, taking the north-facing hallway. The hallway continues for sixty feet before it reaches a small set of stairs climbing up to a wooden door. Boide pushes the door open and reveals a 30 foot wide, by 20 foot long room. Along the north wall of the room stand five flesh golems. Each has a number branded onto its chest: "5, 7, 9, 11 and 13". Behind them, directly opposite the door you entered from, is a wooden door. The one on the left, the golem wearing the number "5", says "One of us does not belong with the others. If you can pick it out, it will serve you and the others will allow you passage. If you pick the wrong one we kill you. You have 60 seconds."

Alas, this kind of puzzle works best in a face to face game. The adventure tells me to start a timer immediately set to 60 seconds to put real time pressure on the group. That's not reasonable in this format - so I'll compromise, you have 2 hours. It's 11:30am where I am, if you haven't posted an answer by 1:30pm, the golems attack. The first answer posted is the answer that will be taken - if it's wrong, the golems attack.
Dec 10, 2015 12:03 pm
"What sick deity would put us in this situation!"

Xasu walks up to the golems, lights a torch and inspects them from 5ft away, to see if there is a clue on the golems or in the surrounding room. (12 seconds of time)

(Candi, are you UK/ Europe? Same here. The rest may just be waking up (GMT-5), except Jabes! GMT+8)
Last edited December 10, 2015 12:09 pm

Rolls

Perception - (1d20+3)

(12) + 3 = 15

Dec 10, 2015 12:15 pm
Other than the brandings, there is nothing abnormal about any of the golems. This appears to be a puzzle purely for the mind, and not for the resourceful.

I'm in the UK for another 5 days (been here since Sept, but going back to Canada on Tuesday). So, yes! I figure, people will check when they wake up, hopefully, and them might feel a sense of pressure. That's the best I can hope for in this format. Maybe 2 hours was mean, given timezones, I might've waited a couple hours before posting... but, here we are!
Dec 10, 2015 12:29 pm
"Then I pick you, number 5 - the riddle-giver!"
Dec 10, 2015 12:51 pm
"Incorrect." The golem raises both of its fists and slams Xasu on the head (Xasu takes 11 damage). The others stride forward to engage the rest of the party, who are either just inside the room or still in the hallway, in battle.

When one of the other players wakes up, I am certain someone will groan when they flip to page 14 and see this. I won't spoil the answer, but it's not "5".

Player turn. There are 5 Flesh golems, we can call them by their numbers for targeting.

Xasu is engaged with "5", the rest are in the middle area of the room, the rest of you are either just inside the room or in the hallway, as you please.
Dec 10, 2015 1:13 pm
Are these flesh golems able to follow us down the corridor? Also...5 flesh golems? WTF!!

"My bad. Keep them distracted!"

Xasu will disengage from the golem and run to the door on the other side.
Last edited December 10, 2015 1:18 pm
Dec 10, 2015 2:02 pm
Valinar's lights dim as he takes on a focuses light, "It was number 9!" holding his hand forth and unleashing rays of flame from his hand, streaking toward 7, "Fete Gran"

He then backs out of the room to let others who are sturdier take the front line.

9 is the only number that's not a prime number :)

At least I think that's the solution lol


Casting:
Scorching Ray
2nd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the
target takes 2d6 fire damage.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.


EDIT: Wild Magic Roll!
Last edited December 10, 2015 2:10 pm

Rolls

Ray 1 - (1d20+5, 3d6)

1d20+5 : (20) + 5 = 25

3d6 : (215) = 8

Ray 2 - (1d20+5, 3d6)

1d20+5 : (14) + 5 = 19

3d6 : (611) = 8

Ray 3 - (1d20+5, 3d6)

1d20+5 : (15) + 5 = 20

3d6 : (546) = 15

Crit damage on Ray 1 - (3d6)

(123) = 6

Wild Magic - (1d20)

(20) = 20

Dec 10, 2015 2:09 pm
The rays of flame and fire strikes slow, easy to hit flesh golem, and its flesh and form melts under the intense heat. It struggles to stay on its feet, and is severely hurt ("7" has Disadvantage on its next action).

Yup, "9" is not a prime.
Dec 10, 2015 3:36 pm
Eithne moves in beside Xasu and makes a pushing gesture with both hands, palms towards the golems. A mighty boom sweeps outward from the druid, shaking the tunnel walls. Then with a roar, Eithne transforms into a huge, angry bear.

Move: move next to Xasu.
Action: Cast Thunderwave at Level 2
Bonus action: Wild Shape into Brown Bear


https://s-media-cache-ak0.pinimg.com/736x/58/95/3c/58953c39fe717e226822383c389eeddd.jpg
Last edited December 10, 2015 4:23 pm

Rolls

Thunder damage - (3d8)

(674) = 17

Dec 10, 2015 4:18 pm
Boide enters the room to block off access to the hallway and the spellcasters. With his shield held in front, the war caster blesses his battleaxe, imbuing its blade with the spiritual power of Clanggedin. He then swings at the closest flesh golem to keep it away.

Bonus action to cast Magic Weapon once again (since it's been longer than an hour due to the complete short rest we took)

I don't know which golem is closest to approaching the hallway, but Boide will wait until one gets too close before swiping at it.

Rolls

Battleaxe +1, Damage - (1d20+4, 1d8+2)

1d20+4 : (7) + 4 = 11

1d8+2 : (3) + 2 = 5

Dec 10, 2015 4:27 pm
Golem "9" and "13" are blasted back by the thunder wave, the others remain steady. Boide strikes at golem "11", which is nearest to the door. While his attack is clumsy, the golems don't even try to avoid it, pressing ahead with reckless determination. His axe cuts through several layers of flesh.

This it's just Ohica left. Boide is inside the room holding fast, Eithne and Xasu are behind him, and Valinor is behind them.
Dec 10, 2015 7:50 pm
Ohica steps forward into the room next to Boide, intoning "Ulaa, we beseech thee to guide our hands!" to cast Guiding Bolt at golem #5.

Guiding bolt
Ranged spell attack: 4d6 radiant damage and target grants advantage to the next attack.


(OoC: 54 points and #7 still hasn't dropped? Wow, I'm really regretting not getting up in the middle of the night to check my games now! That'd be a great servant!)

Rolls

Guiding bolt, radiant damage - (1d20+4, 4d6)

1d20+4 : (19) + 4 = 23

4d6 : (1532) = 11

Dec 10, 2015 10:30 pm
Where is Tolvaj at this point? (Missed a bunch while at work, I see.)
Dec 11, 2015 12:56 am
Tovlaj is hanging out in the 'unspecific location' between the doorway and inside the room
Dec 11, 2015 1:09 am
Seeing that golem #11 (let's call him Eli) is engaged Tolvaj will send a crossbow bolt his way and then make for the shadows using his Cunning Action skill.

Rolls

Crossbow Attack - (1d20+5)

(12) + 5 = 17

Crossbow Damage - (1d8+3)

(7) + 3 = 10

Sneak Attack Damage (Engaged) - (2d6)

(42) = 6

Hide - (1d20+7)

(17) + 7 = 24

Dec 11, 2015 9:13 am
Ohica's blast hits the golem and sears away some of its body. Tolvaj's crossbow bolt hits its target, but the flesh golem is unharmed.

Ohica hits, full damage rolled. Tolvaj hit, but deals zero damage.

The golems stride towards Ohica and Boide, and collectively start pounding on the two defenders with their massive fleshy fists. Two press in on Boide, "5" and "7", "11" stands between the pair and slams each once, and "9" and "13" press in on Ohica. Boide is hit twice, one cracks him cleanly on the side of the head (Boide suffers 14 + 19 damage from two hits, one of which wass a critical).

Ohica's AC isn't on her character sheet. So here's the attack results and damage for you:
17 vs AC, 12 magical damage
10 vs AC, 12 magical damage
25 vs AC, 15 magical damage
13 vs AC, 10 magical damage
12 vs AC, 8 magical damage

Player turn
Dec 11, 2015 10:13 am
Xasu opens the door on the other side. If it doesn't open, he will smash it down, using action surge if needed.

Following this he will run through as far as he can, beckoning the survivors to follow.
Last edited December 11, 2015 10:14 am
Dec 11, 2015 10:25 am
The door swings open, revealing a short (thirty foot) corridor with a small staircase in the middle. At the end of the corridor the hallway abruptly turns east.

The others won't be able to follow him, however, as the five flesh golems are between the rest of the group and Xasu.

Oo, I hadn't realized Xasu was on the other side. Lucky you, or you two would be receiving a battering.
Dec 11, 2015 12:56 pm
Boide crumples under the golem attack, his body falling to a heap with a clatter of shield and battleaxe.

Rolls

Death Save - (1d20)

(2) = 2

Dec 11, 2015 1:12 pm
Is the overrun/tumble action possible, for the others to move through an enemy's space? If so, Xasu will spend a bonus action to rally any individual he can see who is hurt but conscious. "Move, break through! This way!"

Rolls

Rally +HP - (1d10+3)

(3) + 3 = 6

Use this roll. Wrong die/modifier - (1d8+1)

(4) + 1 = 5

Dec 11, 2015 1:37 pm
Anyone tumbling or overrunning will need to make 2 checks (the press of the golems will require you to get past two of them in any path you might take)
Dec 11, 2015 2:08 pm
Seeing things begin to go badly quick Valinar casts another spell, using his mysterious powers to cause the spell to duplicate launching at golems 5 and 7, "Trez Reg'al!"

Using 2 Sorcery points to twin my spell
Using Tides of Chaos to grant advantage on attack vs 7

Chromatic Orb as a second level spell!
1st-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a diamond worth at least 50 gp)
Duration: Instantaneous
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Rolls

Chromatic Orb (Fire/Adv on Golem 5) - (1d20+5, 1d20+5, 4d8)

1d20+5 : (13) + 5 = 18

1d20+5 : (19) + 5 = 24

4d8 : (2668) = 22

Chromatic Orb (Fire/Adv on Golem 7 w/Tides of Chaos) - (1d20+5, 1d20+5, 4d8)

1d20+5 : (5) + 5 = 10

1d20+5 : (8) + 5 = 13

4d8 : (3226) = 13

Wild Magic! - (1d20)

(5) = 5

Dec 11, 2015 2:18 pm
Both orbs hit their targets. 5's chest is left with a huge, cauterized hole in it, and 7 explodes in flame and flesh, the lifeless construct flying backwards and landing in the middle of the room.
Dec 11, 2015 2:23 pm
Eithne charges the remaining golems, savagely attacking with a bite and swipes of her massive claws.


Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.

Attacks are directed at whichever golem looks most injured.

Rolls

Bite - (1d20+5)

(9) + 5 = 14

piercing damage - (1d8+4)

(1) + 4 = 5

Claws - (1d20+5)

(15) + 5 = 20

slashing damage - (2d6+4)

(22) + 4 = 8

Dec 11, 2015 2:28 pm
Eithne's teeth and claws sink into and rend flesh golem "5", but the attacks do not even capture it's attention.

Both hit. Zero damage.
Dec 11, 2015 3:47 pm
Drawing on his Drow heritage Tolvaj will cast Faerie Fire in an attempt to outline the golems in a faint green light. "Maybe this will confuse them enough to get me out of here." He will then attempt to remain hidden.

Rolls

Hide - (1d20+7)

(5) + 7 = 12

Dec 11, 2015 4:13 pm
Round two for Ohica

Ohica grabs Boide, intoning "Ulaa, grant this dwarf sound rest rather than death." (casting Spare the dying to stabilize a dying creature) Then she will attempt to drag him toward (or out?) the door.
Dec 11, 2015 5:01 pm
As Ohica pulls Boide away from the front lines, two of the golems swing their massive fists at her exposed shoulder. Both miss, barely. Once on the other side of the portal she slams the door shut leaving Xasu and Eithne in the room with the golems.

Tolvaj waves his hands in the air and the golems are outlined in a faint blue and green light.

One golem, "5" strides forward and slams both fits into the wooden door, shattering it. The other three turn, and converge on those left in the room. Two go after Eithne, pummelling her without mercy (24 damage). The last one, "13", goes for Xasu. It swings with an obvious haymaker, which Xasu avoids.. stepping into the path of a powerful jab from its other hand (13 damage).

Player turn. The fire damage saved Ohica; they have disadvantage on attacks for 1 round after being hit with fire... Valinar's done enough of that now to realize that fire is a good weapon against these.

Also, all attacks on the golems had Advantage
Dec 11, 2015 5:25 pm
Are they able to travel down the corridor past the door? I should be 30ft in.

If so, dying!

Rolls

Death save - (1d20)

(2) = 2

Dec 11, 2015 5:41 pm
Seeing that it is approaching Valinar casts another set of fiery rays at golem 5, "Fetesk Gron!"

After blasting the Golem he will back away if it's still alive, or he will stand his ground if it falls.

Scorching Ray
2nd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the
target takes 2d6 fire damage.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Last edited December 11, 2015 5:42 pm

Rolls

Ray 1 on Golem 5 - (1d20+5, 1d20+5, 2d6)

1d20+5 : (7) + 5 = 12

1d20+5 : (14) + 5 = 19

2d6 : (53) = 8

Ray 2 on Golem 5 - (1d20+5, 1d20+5, 2d6)

1d20+5 : (20) + 5 = 25

1d20+5 : (5) + 5 = 10

2d6 : (26) = 8

Ray 3 on Golem 5 - (1d20+5, 1d20+5, 2d6)

1d20+5 : (7) + 5 = 12

1d20+5 : (12) + 5 = 17

2d6 : (22) = 4

Crit on Ray 2 - (2d6)

(31) = 4

Wild Magic! - (1d20)

(4) = 4

Dec 11, 2015 6:38 pm
In her bear form Eihne merely shrugs off the golem's attacks. Her own claws and bite didn't seem to hurt the constructs either so she reverts to her natural form and blasts them with thunder again before preparing to fight them with shillelagh and shield.

Eithne had shield and club equipped before she Wild-Shaped so when she reverts she drops the club to cast a spell.
Action: Thunderwave
Free: Pick up club
Bonus action: Cast shillelagh

Rolls

Thunder damage - (2d8)

(25) = 7

Dec 11, 2015 7:21 pm
Boide breathes normally, but is still unconscious.
Dec 11, 2015 9:11 pm
Round three for Ohica

"Sacred fire, sacred flame...sacred FIRE, sacred FLAME!!!" Ohica calls down Ulaa's radiant energy on golem #5 (I assume that #5 blocks her from re-entering the room, on the understanding that the wooden door that was smashed was the one she fled through and not the other one that Xasu fled through). Golem makes a DEX save vs 12 or takes the rolled radiant damage.

As her bonus action, Ohica breathes "Vi..." over Boide (using healing word at level 1 to heal the dwarf).

(EDIT: Goofed on the math for the heal: it should be +5, not +7. So Boide gets 9 HP, not 11.)
Last edited December 11, 2015 10:17 pm

Rolls

Radiant damage - (1d8)

(8) = 8

Healing word: HP for Boide - (1d4+7)

(4) + 7 = 11

Dec 12, 2015 12:53 pm
Valinar's first two rays blast through the golem, searing its flesh and tearing off its arms. It falls to the ground in a heap. He fires the third ray at the next golem into the room as it is blasted back by Eithne's sudden burst of thunderous energy. Ohica's radiant blast of light strikes the same target as Valinar's third ray, golem "11".

The remaining three golems press into the room and unleash their fury on Eithne, pounding the shifter into the ground (30 Damage).

Tolvaj has 2 sets of actions this round, players are up. Pretty sure Eithne is unconscious now as well.

Map
Dec 12, 2015 1:51 pm
Eithne lies in a broken heap, her life blood draining from her onto the cavern floor. In her delirium she has a vision of a man and a woman she does not know. The man chops firewood while the woman, heavy with child, hangs clothes to dry in front of their cottage. The woman touches her belly, and Eithne feels safe and warm.
Last edited December 12, 2015 1:57 pm

Rolls

Death save - (1d20)

(4) = 4

Dec 12, 2015 3:56 pm
Valinar can feel his magical energy reaching it's limits, but he knows that if he stops his friends are dead. He holds forth his hand once more as casts forth his last prepared spell, once again splitting it in two and speeding toward Golems 9 and 11, "Trez Reg'al"

Chromatic Orb
1st-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a diamond worth at least 50 gp)
Duration: Instantaneous
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Rolls

Chromatic Orb (Fire w/ adv) on golem 9 - (1d20+5, 1d20+5, 3d8)

1d20+5 : (19) + 5 = 24

1d20+5 : (10) + 5 = 15

3d8 : (132) = 6

Chromatic Orb (Fire w/ adv) on golem 11 - (1d20+5, 1d20+5, 3d8)

1d20+5 : (15) + 5 = 20

1d20+5 : (15) + 5 = 20

3d8 : (137) = 11

Dec 12, 2015 4:43 pm
Boide gingerly gets to his knees, having been brought back from death's door. Seeing the shapeshifter crumpled on the ground and surrounded by three flesh golems, Boide opens his hand at Golem11 and intones, "By the radiant fires of the forge!"

OOC: Casting Sacred Flame. Target must save DEX vs 12 or take 1d8 radiant damage.
Last edited December 12, 2015 4:46 pm

Rolls

Sacred Flame (Radiant) - (1d8)

(2) = 2

Dec 12, 2015 5:08 pm
Knowing that if the rest of the party is killed off that the golems will eventually get to him as well Tolvaj runs to Eithne's aid. "I need you alive, as bait, to keep those things from me!" he says as he attempts to stabilize the shifter. Doing what he can, he quickly darts back into the shadows and hides once again.

Action: Stabilize
Cunning Action: Hide

Rolls

Stabilize - (1d20+1)

(17) + 1 = 18

Hide - (1d20+7)

(11) + 7 = 18

Dec 13, 2015 9:09 am
"Curse...all the gods!"

Rolls

Death Save - (1d20)

(6) = 6

Dec 13, 2015 3:52 pm
The chromatic orb splits "9" in half and the golem falls to the floor. Golem 11 is battered by the flaming orb and Boide's sacred flame.

Tolvaj stabilizes Eithne, but disengages from the golems before they can hammer on him, and darts back into the hallway (You had two sets of actions, so I used the second to disengage and move again, as there's no where to hide in the room. Just Ohica left I think. ).
Dec 14, 2015 5:11 am
Ohice strides forward, intoning a chant to Ulaa.

"Ulaa, by the majesty of caverns and as empress of the earth, hear my prayer and restore my companions so that we can do your work!"

(Ooc: Ohica will move up to be adjacent to Eithne, and is casting her 2nd level spell 'prayer of healing:' Heal up to 6 creatures within 30' of 2d8+WIS mod+2+(spell slot level) HP. If I can pan my gaze, I will heal everyone, but if I can only heal those I can see in one blink of an eye, it'll be Ohica, Eithne and Xasu.)

Rolls

Prayer of Healing - (2d8+6)

(45) + 6 = 15

Dec 14, 2015 5:19 pm
"What the...how?"

Following this, Xasu will gasp sharply, get up, disengage from the golem and use 'action surge' to dash (move another 30ft) away (total 45ft distance). If he encounters a door he will open it and keep running!
Last edited December 14, 2015 5:20 pm
Dec 15, 2015 9:24 am
Ohica's healing power bathes everyone and makes the whole party feel refreshed, bringing several back from the brink. Xasu wheels around the corner and finds himself face to face with a turnstile (do you keeping runing through)?

http://static.grainger.com/rp/s/is/image/Grainger/2XHW9_AS01?$mdmain$
Dec 15, 2015 10:27 am
Eithne sidesteps to position herself west of the golems and blasts them with thunderous energy once more. She motions for the rest of the pack to run past and join Xasu.

OOC: Thunderwave with Level 2 slot. Trying to push the golems into the eastward alcove so we can all run into the passage and be done with this room.

What a bummer damage roll! :-P
Last edited December 15, 2015 10:28 am

Rolls

Thunder damage - (3d8)

(118) = 10

Dec 15, 2015 10:35 am
Both golems are blasted backwards, slamming into the wall and stumbling.

Of course... that's the last action of the round so...

The two remaining golems right themselves and storm back towards Eithne, delivering a furious series of slams and strikes. Eithne protects herself from most of the attacks, but still suffers under the battering (11 Damage).

Player turn. Map not updated, don't think we need it anymore - Eithne is engaged with both golems, and the lot are in the middle of the room
Dec 15, 2015 11:06 am
Xasu will inspect the mechanism first as he is far away from the fray!

Rolls

Int, investigation - (1d20+1)

(10) + 1 = 11

Dec 15, 2015 2:44 pm
"Sacred fire, sacred flame; Sacred Fire, Sacred FLAME!" Ohica chants at Eithne's side, calling down Ulaa's wrath on whichever Golem is further east (DEX save vs 12).

(...and with a 1, balance is restored to the Force)
Last edited December 15, 2015 2:46 pm

Rolls

Sacred flame radiant damage - (1d8)

(1) = 1

Dec 15, 2015 3:50 pm
Boide intones another call to Clanggedin, casting Sacred Flame on the same target as Ohica's.

Rolls

Sacred Flame - (1d8)

(7) = 7

Dec 15, 2015 4:09 pm
Valinar launches another bolt of fire, coordinating his attacks with Boide and Ohica.

Rolls

Firebolt - (1d20+5, 1d10)

1d20+5 : (1) + 5 = 6

1d10 : (4) = 4

Dec 16, 2015 3:26 am
Tolvaj looks down at his weapons, "All useless in this fight" he whispers to himself. Reaching into his sack he pulls out a deck of "Three Card Dragon" cards and run towards Boide's position, stopping just long enough to hurl the deck at the golems engaged with Eithne. It's a futile gesture at best, but he's hoping it will at least distract the things long enough to let him get past.

OOC: I didn't know what the hell he was going to do with a deck of cards anyhow...
Dec 16, 2015 8:52 pm
Eithne feels what little strength that was restored to her flagging. She needs to get away now! She blasts the golems with thunder again before changing into a sturdier shape and turning to flee.

OOC: Wildshape into Dire Wolf, and moving her speed (50ft) towards Xasu.
Quote:
DIRE WOLF
Large beast, unaligned

Armor Class 14 (natural armor)
Hit Points 37
Speed 50 ft.

STR: 17 (+3)
DEX: 15 (+2)
CON: 15 (+2)
INT: 3 (-4)
WIS: 12 (+1)
CHA: 7 (-2)

Skills Perception +3, Stealth +4
Senses passive Perception 13
CR 1

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the
creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Rolls

Thunderwave - (2d8)

(87) = 15

Dec 21, 2015 2:18 pm
The concentrated blasting tears apart one of the two golems. The remaining one is launched backwards by the thunderous blast, giving EIthne the space to chase after Xasu safely.

Xasu, meanwhile, inspects the turnstile and establishes that it makes the passage a one-way passage. Except by physically removing the turnstile, there's no way to get back once you've gone through it.

The remaining golem lurches forward and swings a heavy fist at Ohica (9 Damage).

Sorry for the delay. Was travelling, then sick, then had to catch up on things, then sick again... Holiday Seasons eh?
Dec 21, 2015 2:29 pm
Valinar is running low on magical energy and doesn't want to risk losing any companions so he pulls a potion out of his pack. Fire breath ought to do the trick, after downing the potion he takes a deep breath an releases a large burst of flame right at the remaining golem.

Potion of Fire Breath: Golem must make a dex save (DC 13) or take 4d6 damage (Half damage on successful save)

Free Interaction: Retrieve Potion
Action: Drink Potion
Bonus Action: Breathe Flames
Last edited December 21, 2015 2:33 pm

Rolls

FIRE BREATH! - (4d6)

(5144) = 14

Dec 21, 2015 2:35 pm
The burst of fire wraps around the golem and when the fire clears, there is nothing left but a seared pile of flesh where golem "13" previously stood.

Combat over! That was a close one. Also, you lot can gain a level during your next extended rest
Dec 21, 2015 4:22 pm
Boide takes a moment to catch his breath, then he goes around the party to check on each person's condition.

OOC: Who needs healing? I have two spell slots left that I can Cure Wounds with.
Dec 21, 2015 5:08 pm
Tolvaj will go and inspect each of the golems, "Perhaps there is something of worth to be found among their corpses."

Use whichever roll (if either) makes the most sense.

Rolls

Perception - (1d20+3)

(4) + 3 = 7

Investigation - (1d20-1)

(3) - 1 = 2

Dec 21, 2015 5:16 pm
Boide's voice is deadpan. "Aye, you do that," he says to the drow. "You go take care of the really important stuff while the rest of us do the trivial task of patching up the mortal wounds."

Calling down the hall, Boide checks on the status of the half-orc. "Hey you! Orc! You doing okay? I don't know, seemed like you'd be the prime candidate for that smack-down, eh?!"
Dec 21, 2015 5:30 pm
Tolvaj ignores Boide's comment and continues his (obviously failed) search of the golems.
Dec 21, 2015 6:16 pm
Xasu trots back to meet the others, shrugs once and leans back on the door.

"Ugh...numbers not my strong point. Stitched-up giants...not those either."
Dec 21, 2015 6:16 pm
Tolvaj finds flesh. Burnt, singed, gorey, gooey, piles of flesh.
Dec 21, 2015 10:08 pm
Valinar slumps to the ground in relief, his lights spinning and brightening to their full brilliance, "That was far too close. I could really use a nap about now."
Dec 22, 2015 5:39 pm
"Shall we rest here, then? I'm spent," grumbles Boide. Almost without waiting for any complaint, the cleric sits on the ground to meditatively catch his breath. Making camp can wait for just a second.

OOC: What's the HP status for everybody? Boide is currently at 24/27, so he'll recover HP during an extended rest. I've got two Cure Wounds (1d8+4 HP) for anyone that's low.
Dec 23, 2015 5:22 am
Ohica nods to Boide, grateful for his solid presence. She was pretty shaken by the whole experience. Then she checks on Xasu and Eithne: how badly hurt are they, still?

(OoC: Ohica's down to 16/25. Stupid magic damage, which enabled their fists to completely ignore her heavy armor mastery! grumble..grumble...mostly, I'm delighted that we survived, somehow. If Xasu, Eithne, or anyone else is still down a bunch of HP, Ohica can use prayer of healing again for 2d8+6 HP on all of us)
Dec 23, 2015 10:14 am
"Just a scratch."

Xasu looks a bit winded but holds his posture. (15/22)
Dec 23, 2015 12:50 pm
Eithne the dire wolf curls up at tge dwarves' feet. She doesn't appear to have a scratch on her.

Eithne is at 4/22hp but her dire wolf form is at full health. She has no plans to revert right now but in a couple of hours she'll revert automatically. She'll definitely need healing then.
Dec 23, 2015 3:51 pm
Unhurt after the exchange Tolvaj will simply find as safe a place as he can to watch for other dangers while the others rest.
Dec 23, 2015 4:05 pm
You huddle up in the hallway beyond the room, where the floor is dry and isn't covered in a inch of scummy water. You take turns keeping watch, but nothing bothers you. After eight long hours you are feeling refreshed, or as refreshed as you can be after sleeping in a dank, eerie dungeon.

Rolls

WM - (1d20)

WM - (1d20)

Dec 23, 2015 4:28 pm
Boide gathers and secures his equipment as his rest is completed. He props his shield against the wall and faces it, kneeling against his battleaxe in prayer. He gives thanks to Clangeddin (and, uh... a brief aside to Ulaa, hope the Silverbeard doesn't mind). These brief encounters have made him a little wiser in dealing with the world, especially since not everything can be simply smashed aside.
Dec 23, 2015 4:37 pm
Valinar wakes up after his rest feeling as refreshed as he possibly could under the circumstances. His light bob up and down happily behind him, occasionally zipping around to spin around the others.
Dec 23, 2015 6:44 pm
Xasu finds himself struggling to control his troubled inner self, blaming himself for the harm that came to his fellow travellers. He wakes up with a powerful yell, which he quickly suppresses, panting.

Rolls

HP - Barbarian - (1d12)

(8) = 8

Dec 23, 2015 8:54 pm
Boide briefly wonders how flesh golem would taste after some time over a fire. His stomach rumbles in a parallel line of thinking.
Dec 30, 2015 5:52 am
Too dopey to realize how close they came to total defeat, Ohica rests stolidly and awakens with profound serenity. "We're going to find those stolen weapons!"
Dec 31, 2015 6:33 pm
"There is a contraption of metal bars in the corridor ahead. We should investigate it as it looks like our only passage."

Xasu appraoches it regardless and if it looks safe, he will brace himself and try to tear it off the wall.

Rolls

Strength check - (1d20+3)

(7) + 3 = 10

Dec 31, 2015 6:39 pm
Xasu, try as he might, lacks the strength to make the bars do so much as even budge.
Dec 31, 2015 6:46 pm
"Try again, orc," says Boide, laying a hand on the half-orc's shoulder. "Clangeddin lends you Guidance to your Strength."

Casting Guidance on Xasu. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check.
Last edited December 31, 2015 6:46 pm
Jan 1, 2016 12:38 pm
"I HATE nasty door tricks!"

Xasu enters a rage (bonus action) and tries again, moved by the magical influence. If he succeeds, he will charge down the corridor and draw & swing his sword around, but will collapse on the floor if he fails.

Rolls

Strength check (advantage) and guidance - (1d20+3, 1d20+3, 1d4)

1d20+3 : (8) + 3 = 11

1d20+3 : (8) + 3 = 11

1d4 : (4) = 4

Jan 1, 2016 2:35 pm
Xasu pulls on the steel turnstile, magically enhanced by Boide's prayer, and still it does not budge.
Jan 1, 2016 3:56 pm
Ohica tries pushing on the turnstile.
Jan 1, 2016 4:40 pm
Ohica pushes on the turnstile and it turns. It is clear that this contraption will easily let you through. It's designed to allow passage in only one direction. Once you are on the other side, there will be no way to get back through it aside from destroying the apparatus.
Jan 1, 2016 5:34 pm
Boide shrugs. "Maybe I should have asked Clangeddin for Guidance on your Intelligence?" he chuckles, shouldering Xasu in the abdomen as he pushes through the turnstile to join Ohica on the other side.
Jan 2, 2016 11:13 pm
Tolvaj shrugs his shoulders and passes on through the turnstile attempting to hide his smirk at the antics of the orc.
Jan 3, 2016 4:40 am
Valinar follows his lights (and other companions) through the turnstile.
Jan 3, 2016 5:33 am
Eithne follows the rest of the pack through the turnstile.
Jan 3, 2016 10:11 am
Xasu crawls through the turnstile with a grunt, using the wall to push himself up, feeling humiliated.

"Your dwarf god may not be too kind to my sort!"
Jan 3, 2016 1:21 pm
Beyond the turnstile the hallway continues for 30 feet before sharply turning south. Forty more feet of hallway ends in a closed wooden door. There is a small keyhole in the door, and it is warm to the touch.
Jan 3, 2016 8:24 pm
Eithne waits expectantly at the door, club and shield ready.
Jan 5, 2016 3:00 am
"Do you think it's trapped?" asks Boide. "Honestly, I would not be surprised, given what we've seen so far."
Jan 5, 2016 10:49 pm
Tolvaj looks at Boide and says, "You could always try and open it, then we'll know for certain." He then walks over to the door, mumbling to himself in Drow, and takes a knee in front of the door, inspecting it closely for traps.

Use whichever ability makes more sense here.

EDIT: Guess it doesn't matter.
Last edited January 5, 2016 10:49 pm

Rolls

Perception - (1d20+3)

(13) + 3 = 16

Investigation - (1d20-1)

(16) - 1 = 15

Jan 5, 2016 11:29 pm
Tolvaj finds no evidence of traps of trickery with the door. While inspecting it he does hear a periodic burst, probably of steam, from within the next room. Each burst is followed by the distinctive sound of drops of water striking the door.
Jan 6, 2016 11:44 pm
Ohica addresses Tolvaj as he crouches in front of the door: "Can I assist in any way? Ulaa is generous and can supply aid to those in need..." She hesitates stupidly. "...or is this some ritual observance? Oops! I hadn't thought of that. Sorry!" She backs away slowly, abashed.
Jan 7, 2016 2:15 am
"Ritual observance? Hardly!" Tolvaj snorts.

Standing he motions Ohica towards the door. "The door doesn't appear to be trapped. Ladies first..."
Jan 7, 2016 2:24 am
"You're a right gentleman, drow," grumbles Boide. He steps in front and (after fondly remembering Xasu's experience and examining which way it should hinge) opens the door, shield raised for whatever that unknown source of sound and fury could be.
Jan 7, 2016 1:22 pm
If the door doesn't open, Xasu will shove anyone out of the way and kick it down, paying no attention to whatever door mechanism is in place.

Rolls

Strength check - (1d20+3)

(4) + 3 = 7

Jan 11, 2016 7:36 pm
Ohica encourages Boide to wait until just after the hiss and drops hit the door, in case it's some sort of timing-based trap. "Ulaa guide you, brother."

Casting Guidance on Boide, in case he has to do a check to avoid something when the door opens.
Jan 15, 2016 4:15 pm
Boide opens the door, which is not locked, to reveal the room beyond. The door opens onto a stone platform in a natural cave. The ceiling averages 50 feet high above the platform, while below, another 50 or so feet, the floor is a deep pool of boiling mud. Opposite the entrance is another platform, approximately 90 feet away. Between them a series of wooden discs are suspended from the ceiling by massive chains. The discs are about four feet in diameter, and three feet apart. Each disk is attached to its chain by a giant steel staple. The discs hang and move freely. Everything here is coated with a wet, slippery, algae scum that gives off a feeble phosphorescent glow.

https://learningdm.files.wordpress.com/2013/08/images.jpg
Jan 15, 2016 5:10 pm
Boide's shoulders droop. This is NOT what dwarves were built for, hopping from place to place, and Clangeddin strike down anyone that dares suggest throwing one.
Jan 15, 2016 8:49 pm
"Well, that doesn't look safe!" Ohica comments. "The fall would kill us, even before we were boiled in the mud."

(Ooc clarifying questions: how large is the platform on which we stand? How far is it to the first/closest chain (with tippy platform)?)
Last edited January 15, 2016 8:50 pm
Jan 15, 2016 9:12 pm
"Looks like the only way to go is forward," Valinar says simply and starts out across the chain platforms, blissfully unaware of the danger below his feet. His lights await happily on the next platform until he gets there and they zip ahead just a bit further, teasing him and urging him on in his progress.

We need any dex saves or checks?

Total roll of 18 on my dex check w/ Adv and Guidance
Last edited January 15, 2016 9:28 pm

Rolls

Dex check to cross (Using Tides of Chaos to give myself advantage on it) - (1d20+2, 1d20+2, 1d4)

1d20+2 : (13) + 2 = 15

1d20+2 : (7) + 2 = 9

1d4 : (3) = 3

Jan 15, 2016 9:15 pm
Boide reaches forward to grab Valinar's arm. "Wait!" he says, and begins muttering under his breath. His grasping hand begins to glow as he imbues Guidance into Valinar, hoping to assist his agility.

Casting Guidance upon Valinar's DEX
Jan 15, 2016 10:38 pm
Tolvaj crosses his arms in front of him as he watches Valinar work his way onto the platforms. "Well, he's dead. Less people to split the loot with." he thinks to himself as he starts to grin.
Last edited January 23, 2016 7:37 pm
Jan 16, 2016 7:54 am
"Wait!" Ohica calls, too late. "Those discs will just drop anyone who steps on them!" She watches helplessly, certain that she's too late to prevent Valinar from dropping like a clown in a dunk tank. If only there was some way to climb across without using those wooden discs... After warning the others to avoid being hit by the now-swinging disc-and-chain, Ohica begins to look to see if there's some way to descend the 50' to the mud, hoping they'll be able to retrieve Valinar's broken and boiled body.

(OoC: Since the discs are only anchored in the center, Ohica is convinced they'll flip like pogs if someone puts any weight on any part of them, possibly causing the other side of the disc to flip up and hit the chain to smack the person in the face as they fall. If she's right, hopefully Valinar will be able to catch the chain as the disc flips out from beneath him and not get his hands crushed by the disc...? Even more hopefully, perhaps she's wrong!)

Rolls

Perception (inspecting the ledge) - (1d20+3)

(4) + 3 = 7

Jan 16, 2016 6:57 pm
Xasu waits with Ohica, clasping his forehead and searching his thoughts in case he does something dumb.

(Are there other exits or paths in this room?)
Jan 16, 2016 10:39 pm
Eithne glances up at the ceiling and the cavern walls. It seems like it would be simple enough to take spider or lizard form to traverse to the other side. But what of the pack? She reaches out and feels the stone walls beyond the platform.

OOC: We should've tied a rope to our jumper so if he falls we can retrieve him, possibly bruised, but alive. He could tie this lifeline off at each platform. With enough rope we could have a line, anchored at each platform, stretching across the pit to the safety of the opposite wall.

I have another idea but first, a note to the DM...


Jabes.plays.RPG sent a note to Candi
Last edited January 19, 2016 1:27 pm
Jan 16, 2016 10:56 pm
Valinar leaps forward, easily crossing the gap to the first disc. As he lands on it, his weight tips the disc downward as it is only anchored by the middle of the disc. He nearly slips off and falls to imminent death below, but manages to grasp onto the chain in the middle of the platform and step towards it and centre his weight to balance the platform. The momentum of his jump carries into it and it continues swinging back and forth, Valinar clinging to the chain to prevent from falling.

Ohica infers that the only way down is to fall.

Xasu confirms, with a glance, that the only exits to the room are the ones they noticed.

Candi sent a note to Jabes.plays.RPG
Jan 17, 2016 1:09 am
Valinar rocks back on forth on the chain to get it to swing close to the next. When he gets close he will attempt to grab onto the next chain in line and move to that platform. He will do this several times, trying to get to the other side.
Last edited January 17, 2016 1:10 am

Rolls

Dex Check - (1d20+2)

(15) + 2 = 17

Dex Checks - (1d20+2, 1d20+2, 1d20+2)

1d20+2 : (14) + 2 = 16

1d20+2 : (18) + 2 = 20

1d20+2 : (12) + 2 = 14

Jan 18, 2016 4:57 pm
Valinar gets to the third disc when, suddenly, a burst of steam blasts forth from a gyser hidden below the bubbling mud... Scalding water shoots forth and spreads throughout the entire cavern. The farther from the source, the less water reaches you, but it's still very very hot... The sudden burst of the vent violently rocks all of the discs and Valinar has to struggle to hold on...

Valinar - Strength save please. Also, can everyone make a dex save against the scalding water
Jan 18, 2016 4:59 pm
"There ought to be a permitting process for places like these," says Boide, trying to sidestep the splashes of scalding water.

Rolls

Dexterity - (1d20)

(12) = 12

Jan 18, 2016 5:04 pm
Valinar struggles to keep his hold on the chain

Rolls

Str Save - (1d20+2)

(17) + 2 = 19

Dex save too? - (1d20+2)

(8) + 2 = 10

Jan 19, 2016 12:37 am
"This I could do without" Tolvaj moans in his native tongue as he continues to dodge the splashing water.

Rolls

Dexterity Save - (1d20+6)

(5) + 6 = 11

Jan 19, 2016 12:53 am
Ohica writhes in the steam. There's got to be a better way...

Rolls

Dexterity save - (1d20-1)

(19) - 1 = 18

Jan 19, 2016 1:28 pm
Eithne yelps as everything is blanketed in scalding steam. She holds her palm against the cavern's stone wall and utters a few words in the strange tongue of the druids. The stone warps, and the druid shapes it into a platform, five feet wide, next to the one they are standing on. She steps onto this platform and gestures for Ohica to follow her quickly. With hand signals, she tells the others to wait even as she adds another 5 feet to the platform. Once Ohica is safely beside her Eithne speaks another druidic phrase and the first platform segment she created melts back into the wall. She turns, and adds a third segment to the second one. Working this way, Eithne and Ohica move forward along the wall, hoping to get to the other side before the geyser erupts again. The druid hopes she will have the strength to go back and get the rest of her pack-mates.

OOC: Ok, Mold Earth takes 1 action to cast. Eithne can only maintain two 5-foot segments in this way so she has to dismiss the tail end of the platform before extending it forward. This is going to take a while. It’s a concentration spell so I hope she makes her checks or else she and her "passenger" fall into the pit. Speaking of passenger, how many can fit onto a 5ft square space? I wonder if Eithne can take more than one person per trip? For now she’s calling Ohica but of course the dwarf might refuse..
Last edited January 19, 2016 11:08 pm

Rolls

Dexterity - (1d20+1)

(10) + 1 = 11

Jan 20, 2016 8:32 am
Ohica will happily move along these dirt platforms. If she can reach them, she can hold onto the chains as she walks past, so that she can grab on if the platforms fail for some reason. If that is too far, she'll steady herself with her hand on the cavern wall next to her instead.
Jan 23, 2016 3:53 pm
As Valinar leaps from disc to disc, rather dextrously for a mage, suddenly the mud below him bubbles, and a blast of steam vents upwards from directly beside the disc he is clinging to. He strains to grasps the chain and hold on so the violence of the motion doesn't toss him into the mud, and he succeeds. However, he finds himself scalded by the blast of water. The rest of the party, on the ledge, raise their shields and otherwise try to avoid the boiled water, with some success. The distance, also, helps reduce the risk.
OOC:
Valinar failed the dex save, so takes the full force of damage from the gyser. The rest of you are farther from the source, and so take less damage.. and if you rolled 12 or better on your dex save, take a further half of the damage rolled against you.

Rolls

Valinar Damage - (5d10)

(73475) = 26

Everyone else Damage - (3d10)

(284) = 14

Jan 23, 2016 4:54 pm
"We must be close to Whelm," says Boide, remembering the poem. "Chain links, two waterspouts... I just wish he woulda added hot in there somewhere. Such shoddy writing."
Jan 23, 2016 4:54 pm
The steam knocks Valinar unconscious and he tumbles into the boiling mud below
OOC:
Only have 14 hp to begin with lol
Jan 23, 2016 5:07 pm
"Gimme some rope!" yells Boide as the half-elf tumbles off the disc. He drops his pack and retrieves his own coil of 50' rope, but he needs more. "Tie the two ends together! Fix that end to something that won't move!" Boide ties his end of the rope around his waist.
Last edited January 23, 2016 5:09 pm
Jan 23, 2016 5:08 pm
Valinar falls into the mud below. As his unconscious form strikes the boiling liquid, it glops as his body is quickly sucked below.
OOC:
That's Valinar dead then - unconscious and falling into the boiling mud is, literally, a death sentence. Too bad, I did like all the details in Valinar and was looking forward to seeing him grow... of course, any who expect to grow don't explore White Plume Mountain! You may roll up a new character Naatkinson, and we'll put Valinar on the list of casualties. Woulda' been a miracle had Valinar made it across though, got about halfway before the steam spout got him.
Jan 23, 2016 5:10 pm
As Valinar disappears, Boide pauses. "Damn," he grumbles, and loosens the rope.
Jan 23, 2016 7:51 pm
"Unfortunate, but not an entirely unpredictable result" Tolvaj says to himself as he watches Valinar's body slowly sink below the mud. He scans the muck covered room for anything that might either stabilize the platforms or offer an alternative route to the opposite platform.
OOC:
He's looking up towards the ceiling, trying to determine how the chains are attached, and if there may be some sort of mechanism to lower/raise them.

Rolls

Perception - (1d20+3)

(18) + 3 = 21

Jan 23, 2016 8:01 pm
The chains are anchored to the ceiling by fixed, heavy, metal anchors. There is not other way across, except via magical means.
OOC:
I realize Eithne and Ohica were about to attempt a magical traversal. I haven't resolved that because, I wasn't sure if, with Valinar's death, they still want to do that.
Jan 23, 2016 8:20 pm
As you all watch Valinar sink you see a half-elf that you don't know rush forward to the edge and look down into the muck. As he watches he drops to his knees and stares into the mud. He does bear a resemblance to Valinar. He has long blond hair and blue eyes.
Jan 23, 2016 8:28 pm
"Where in the nine-hells did he come from?" Tolvaj yells to the others as Taris appears before the group. Tolvaj draws both of his daggers as he waits for the others to question the new comer.
Last edited January 23, 2016 8:32 pm
Jan 23, 2016 9:52 pm
As Taris watches the muck you all see Valinar's lights float up and dart to Taris where they bob and spin for a moment. They then circle his wrist and brighten until everyone has to look away. When the light disappears you can all see a bracelet around Taris' wrist, with the colors of Valinar's lights. Blue, green, red, and yellow. Taris sits and stares in awe.
OOC:
Hope the DM don't mind me stealing a narrative moment, but I figure it has no mechanical benefits so I hope it's ok
Jan 23, 2016 10:06 pm
As his awe subsides, Taris senses some of Valinar's magical energy pulsing from the bracelet. He immediately understands its properties, and that it carries the last fragments of Valinar's innate magical power that are left in the mortal realm.
OOC:
Nope, don't mind at all. I love this kind of stuff - love it so much, I'm going to make that bracelet magical. As an action, you may expend the colour from one of the beads to cast chromatic orb as a 3rd level spell. The colour spent determines the element of the orb as follows: blue = cold, green = acid, red = fire, yellow = lightning.
Jan 24, 2016 12:24 am
"I guess it likes you," Boide says. "Did the sphinx send ya?"
Jan 24, 2016 1:00 am
Taris shakes off his shock and stands to face the others, "I am Taris Feldorian, Valinar was my brother. I was actually hired to take on this task, not him. He tricked me and took my place. I followed you here, met with the sphinx, answered a riddle and she told me where to find you."
Last edited January 24, 2016 1:01 am
Jan 24, 2016 1:25 am
"Boide Stonebook," says the cleric, by way of introduction. "Sorry for the loss. We'll hold a proper ceremony if we ever get out of here."
Jan 24, 2016 3:03 am
Tolvaj eases a bit and sheaths his daggers but doesn't say a word.
Jan 24, 2016 2:01 pm
As you come to know the new comer, a second geyser near the platform on the opposite side of the room erupts. It is too distant for the water spray to reach you. This one erupted about 2 minutes after the first one...
OOC:
Found this helpful image from a cute comic I don't recommend you read until we're done the adventure. Gives a clearer sense of the set up here now that you've see both geysers:

http://4.bp.blogspot.com/-bj-LIAc2xDs/U-w9HkEJZEI/AAAAAAAABxQ/PwCjpkK5h34/s1600/122mudroom.jpg
Jan 24, 2016 4:27 pm
"Well, now that we've got this family circus settled," grumbles Boide, "maybe we can figure out a way to get across this cave in a jeffy." He points at the feral humanoid earth-shaping along the wall and whispers a prayer seeking benevolence for the creature's bravery.
OOC:
Casting Healing Word at 2nd level on Eithne. 2d4+5 HP.
Jan 24, 2016 11:53 pm
Taris looks around, "I suggest we back out of here for a moment. I'd rather not get caught in one of those blasts here. We can take a peek after the next one to see if your friends' plan works," Taris says, pointing at Eithne.
Jan 25, 2016 12:03 am
Taris and the others wisely retreat to the safety of the hallway, but leave the door open so they can see the crossing attempt. Progress is slow, but steady. The geysers erupt regularly, but at different intervals. The one in the middle of the room erupts every 5 minutes, and the far one every 3 minutes. The druid makes an effort to protect herself and her companion from the blasts by shaping the mud blocks to for a slight thin wall. But, each blast requires the druid to stop moving the bridge and to focus intently on maintaining the barrier keeping them safe from the scalding water.
OOC:
Make three Concentration checks
Jan 25, 2016 6:12 am
Eithne struggles to maintain her focus as each geyser erupts.

Rolls

Concentration check 1 (advantage) - (1d20+2, 1d20+2)

1d20+2 : (6) + 2 = 8

1d20+2 : (20) + 2 = 22

Concentration check 2 (advantage) - (1d20+2, 1d20+2)

1d20+2 : (13) + 2 = 15

1d20+2 : (15) + 2 = 17

Concentration check 3 (advantage) - (1d20+2, 1d20+2)

1d20+2 : (1) + 2 = 3

1d20+2 : (20) + 2 = 22

Healing Word from Boide - (2d4+5)

(23) + 5 = 10

Jan 25, 2016 8:23 pm
Boide crouches behind his shield, attempting to protect those behind him from any stray splatters of boiling mud. "I hope there's a lever or something. I'd hate for The Cat to have to do this for every one of us."
Jan 25, 2016 8:28 pm
Eithne an Ohica safely reach the other side. Once there they find the platform to be almost identical to the one they came from. The plain wooden door is closed.
Jan 26, 2016 1:49 am
Eithne examines door as she catches her breath for a moment.
Last edited January 26, 2016 3:09 pm
Jan 26, 2016 7:23 am
Ohica hugs Eithne gratefully. "Now we just have to figure out how to get the others across..."
Jan 26, 2016 3:12 pm
Turning from Ohica, Eithne heads back for the others.
OOC:
If Eithne should fail a concentration check and lose the ledge (and if she's conscious, obviously) she'll try to quickly wildshape into a cave lizard and catch the wall.
Last edited January 26, 2016 3:14 pm

Rolls

Concentration check 1 (advantage) - (1d20+2, 1d20+2)

1d20+2 : (9) + 2 = 11

1d20+2 : (4) + 2 = 6

Concentration check 2 (advantage) - (1d20+2, 1d20+2)

1d20+2 : (6) + 2 = 8

1d20+2 : (20) + 2 = 22

Concentration check 3 (advantage) - (1d20+2, 1d20+2)

1d20+2 : (13) + 2 = 15

1d20+2 : (6) + 2 = 8

Jan 26, 2016 3:35 pm
Eithne arrives back at the other side... who is next?
OOC:
To speed this up, decide on an order of transportation. Eithne only has to make 1 concentration check for each round trip
Jan 26, 2016 3:45 pm
"I will be last," says Boide. "Guidance upon your brave soul!" The war cleric's hand glows as he places it upon Eithne's shoulder.
OOC:
Casting Guidance on Eithne for d4 to one ability check. Boide hopes to do this each time Eithne makes the trip; perhaps Ohica could do the same on the other side?
Jan 26, 2016 4:54 pm
Ohica awaits Eithne's return.
OOC:
I wasn't expecting Eithne to leave so quickly; I'd intended to cast Guidance on this end, too. Whenever Eithne returns, Ohica will cast Guidance to assist her.
Jan 26, 2016 8:03 pm
It is slow, and there are a few close calls, but with the prayers of Ohica and Boide supporting her, Eithne manages to get everyone safely across the boiling mud pit. Now, the party faces their next great challenge, an unassuming wooden door.
OOC:
I decided that this was just going to be an exercise in "roll to see if anyone dies"; which is neither terribly fun nor interesting. You've already 'solve the puzzle', and maximized odds of success so lets just move on. Death here would be the cause of bad rolling, and I'm not interested in running a game *that* 1e in style
Jan 27, 2016 1:39 am
Tolvaj will kneel besides the door and inspect it for traps and the like.

Rolls

Perception - (1d20+3)

(5) + 3 = 8

Jan 27, 2016 2:00 am
Tolvaj confirms the door is plain and untrapped.
Jan 27, 2016 3:58 pm
Boide positions himself and his shield in front of the group, ready to block whatever might be waiting on the other side of the door when it is opened.
Jan 27, 2016 4:05 pm
Taris draws his greatsword in anticipation of danger.
Jan 27, 2016 10:36 pm
With a nod to the others Tolvaj, kneeling at the side of the door, will quickly open it.
Jan 28, 2016 8:00 am
Ohica stands at Boide's side, glad that he's there and that no one else fell into the pit. She's ready for something to jump out and go "Boo!"
Jan 28, 2016 1:50 pm
The door opens without resistance, revealing a 50 foot narrow hallway heading due south. At the end of the hall is another door. The floor here is ankle deep with water, again.
Jan 29, 2016 3:42 am
"I'll take a look ahead."

Tolvaj will move slowly down the hallway, trying to remain hidden, and keeping an eye open for danger.

Rolls

Stealth - (1d20+8)

(16) + 8 = 24

Perception - (1d20+3)

(16) + 3 = 19

Feb 4, 2016 2:38 am
Tolvaj reaches the other end of the hallway without trouble. At the end he finds the door is plain wood that is perforated with hundreds of tiny holes.
Feb 4, 2016 5:53 am
Ohica, following behind, pats the drow on the shoulder. "You're the most skilled at discerning traps, Tolvaj. May Ulaa grant you wisdom once more with this door."
OOC:
Using the guidance cantrip on Tolvaj: he can roll a d4 to add to one ability check in the next minute.
Feb 4, 2016 10:59 pm
After mumbling a few choice words in Drow about Ulaa and door wisdom, Tolvaj falls into his familiar role of 'trap finder extraordinaire' and will carefully examine the door.
OOC:
Choose whichever roll makes the most sense here...

With those rolls I'll hold off on the guidance roll.
Last edited February 4, 2016 10:59 pm

Rolls

Perception - (1d20+3)

(8) + 3 = 11

Investigation - (1d20-1)

(3) - 1 = 2

Feb 5, 2016 3:56 pm
Tolvaj inspects the door carefully, confirming that, yet again it's a plain wooden door. The holes in it are a bit curious, but peering through them reveals not but darkness in the room beyond.
Feb 5, 2016 6:13 pm
Boide places his shield in front of himself, habitually. "What do you think? Darts?" he asks, eyeing the small holes in the door.
Feb 5, 2016 10:44 pm
"Could very well be." Tolvaj responds even though he has no idea what the holes are actually from.
Last edited February 5, 2016 10:44 pm
Feb 9, 2016 4:46 am
Ohica wisely points out that doors with holes like that are not usually the self-opening kind.
Feb 9, 2016 11:10 pm
"Well it isn't going to open itself, of that I am sure!"

With a single swift motion Tolvaj will open the door and move to the side to avoid any nasties that may be waiting.
Last edited February 9, 2016 11:11 pm
Feb 10, 2016 1:30 am
The door swings open, revealing a completely dark room beyond. Those with magical aptitude sense something odd about this darkness, it is deeper than the darkness of a room that is simply unlit.
Feb 10, 2016 6:56 am
Boide pulls an unlit candle from his pack, then touches the wick and intones a prayer while clasping his holy symbol. A magical Light is cast upon the object, which Boide then throws into the room.
Feb 10, 2016 8:39 am
Ohica listens to hear what happens to the candle.
Feb 10, 2016 1:33 pm
As the illuminated candle crosses the door threshold into the darkened room the magical light is snuffed as it is dispelled by the more powerful magical darkness within. The candle hits something solid. Could be floor, could be furniture.
Feb 10, 2016 1:36 pm
Eithne lets out an involuntary squeak as the magical candle is snuffed out. She strains her ears forward and sniffs the darkness.
OOC:
Eithne's Passive Perception is at +9.
Last edited February 10, 2016 3:48 pm
Feb 10, 2016 3:36 pm
Boide hmphs. "What did the books say about this?" he says, thinking aloud. "Who or what would benefit from magical darkness? Hiding a trap?"

Rolls

Arcana, if applicable - (1d20)

(5) = 5

Feb 10, 2016 4:17 pm
Eithne hears a very very faint sound coming from the room. It could be something sliding very slowly across the floor.
Feb 10, 2016 4:22 pm
Eithne shifts, and growls t the darkness, hackles raised.
OOC:
• On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action. While shifting, you gain temporary hit points equal to your level + your Constitution bonus.
• While shifting, you gain advantage on all Wisdom-based checks and saving throws.
Feb 10, 2016 4:38 pm
Hearing Eithne's growl Taris draws his greatsword and reaches out with is senses to detect any evil creatures in the room beyond.
OOC:
Using Divine Sense: The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

Rolls

Perception to hear anything - (1d20+4)

(10) + 4 = 14

Feb 10, 2016 4:40 pm
Taris senses a single undead creature within the room. He detects no sounds, however. The creature is in motion. Smoothly moving away from the door.
Feb 10, 2016 4:44 pm
"There's something undead in there," Taris says quietly to the others as he prepares to strike any hostile undead that comes out of the darkness.
OOC:
Readying an action for an attack on any hostile undead that comes to us.

Wow... I REALLY hope that something nasty launches itself at us here in a second!
Last edited February 10, 2016 5:01 pm

Rolls

Possible attack with greatsword - (1d20+6, 2d6+4)

1d20+6 : (19) + 6 = 25

2d6+4 : (63) + 4 = 13

With Divine Smite on top! - (3d8)

(548) = 17

Feb 10, 2016 5:09 pm
"Makes sense," grumbles Boide. "Well, normally I'd just charge in there, but the magical darkness is a severe handicap. Odds are that whatever creature is in there can see us just fine."
Feb 10, 2016 5:17 pm
Several moments pass. Taris observes that the undead creature has positioned itself quietly somewhere above, probably clinging to the ceiling, and is waiting. Presumably for someone to enter the room, or for the darkness to be dispelled, before it attacks. Likely this is an intelligent foe.
Feb 10, 2016 5:19 pm
"It's stopped, probably on the ceiling waiting for us. Seems to be a smart beast, whatever it is. Anyone got a way to turn on the light?"
Feb 10, 2016 5:28 pm
"I tried," says Boide, gesturing to where his candle disappeared into the darkness. "Well, if it's an intelligent undead, that rules out mindless skeletons and zombies. A wight, perhaps?"
Feb 12, 2016 5:07 pm
Taris, not hearing anything from the room, will toss a dagger about five feet into the room, hoping to grab the creature's attention and draw it from hiding.
Feb 12, 2016 5:28 pm
The dagger strikes something with a thud. It does not clatter to the ground, nor does the creature move. It remains perfectly still in the corner, clutched to the ceiling.
Feb 13, 2016 1:43 am
"Let's try this..." Tolvaj says as he reaches into his pack and pulls out a crowbar (iron?) and uncoils some rope. Securing the crowbar to the end of the rope he'll attempt throw it where he thinks the creature may be in the room and then drag the crowbar back out.

Rolls

Attack Roll (Disadvantage) - (1d20+4, 1d20+4)

1d20+4 : (8) + 4 = 12

1d20+4 : (6) + 4 = 10

Feb 13, 2016 2:48 am
Boide immediately envisions the rope going taut, then Tolvaj screaming as the drow is yanked into the darkness.
Feb 17, 2016 5:54 pm
The crowbar clanks to the ground, then Tolvaj drags it back out. The undead creature does not flinch as Tovaj does so... A moment passes, and suddenly the hallway is engulfed in darkness, Boide senses the creature move as soon as the darkness envelopes them. It flashes forward and sets upon Tolvaj. The rogue is ravaged by a fury of bites and claws (11 damage).
OOC:
Player turn. You can take actions in any order. You are all within magical darkness. Fortunately, in 5e, this isn't as bad as it may have been in the past. Darkvision does not help you. This magical darkness makes everyone within in Blinded; which, grants Advantage on attacks against you, and Disadvantage on attacks you make. Since the monster is in the darkness it is Blinded as well. And, when the blind fight the blind, the net result is that your attacks are neither Advantaged nor Disadvantaged (and you *cannot* benefit from either, even if it comes from another source). So it's regular fighting, but in the dark... Just be happy the monster is also Blinded!
Feb 17, 2016 6:03 pm
Boide asks Clangeddin for favor in this pitched (and pitch-black) battle, imbuing his battleaxe with divine energy. He then strides forward with his shield up to meet the creature as best he can, swinging his weapon to assist Tolvaj.
OOC:
Bonus action to cast Divine Favor, extra 1d4 radiant damage on a hit.

Rolls

Battleaxe vs undead - (1d20+3)

(1) + 3 = 4

Battleaxe damage - (1d8+1)

(4) + 1 = 5

Radiant damage - (1d4)

(1) = 1

Feb 17, 2016 6:21 pm
Taris, still tracking the creature with his divine sense, lashes out at it with his Greatsword.
OOC:
Unless my readied action still takes effect, then you can use the roll from before ;)
Last edited February 17, 2016 6:22 pm

Rolls

Attack - (1d20+6, 2d6+4)

1d20+6 : (4) + 6 = 10

2d6+4 : (53) + 4 = 12

Feb 17, 2016 9:52 pm
Boide swings but finds nothing but empty air in the darkness. Taris, having prepared for the creature, hacks into it as it lunches as Tolvaj, and quickly follows up with another strike, his blade easily findings its mark as. While the darkness impedes his normal vision, his divine sense directs his blade towards the location of the undead creature with deadly accuracy.
OOC:
I forgot about your readied attack, you get both! Also, as you can sense the creature, you do not suffer from Blindness when attacking it, and so have Advantage on your attack rolls.

Rolls

Advantage for Taris - (1d20+6)

(13) + 6 = 19

Feb 17, 2016 11:04 pm
Reeling from the initial attack, Tolvaj draws his dagger with his left hand and lashes out directly in front of him. He then backs away from where he was attacked while firing off a bolt from his hand-crossbow.
OOC:
Crossbow Expert:
Ignore the loading quality of crossbows with which you are proficient.
Being within 5' of a hostile creature does not impose disadvantage to ranged attack rolls.
When you use an attack action with a one handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.
Last edited February 17, 2016 11:04 pm

Rolls

Dagger Attack, Damage - (1d20+6, 1d4+4)

1d20+6 : (19) + 6 = 25

1d4+4 : (2) + 4 = 6

Hand Crossbow Attack, Damage - (1d20+6, 1d6+4)

1d20+6 : (14) + 6 = 20

1d6+4 : (5) + 4 = 9

Feb 18, 2016 12:26 pm
Eithne joins the fray.
OOC:
Bonus action to cast Shillelagh. Action to attack..
Last edited February 18, 2016 12:27 pm

Rolls

Attack (using Wisdom) - (1d20+4)

(2) + 4 = 6

damage - (1d8+2)

(8) + 2 = 10

Feb 19, 2016 2:17 am
Tolvaj stabs the creature, and it releases its grip on him, allowing him space to step back and plug it with a crossbow bolt. Eithine throws herself towards the commotion, striking the wall with her now-made magical club.

The creature turns towards Eithne, although only Taris can sense the creature's attention shifting. It lunges for her, clawing and biting with beast-like ferocity. Fangs sink into her neck and she feels her body grow weak as it drains blood from her (15 vs AC, 5 damage + 6 necrotic damage. Your max hp is reduced by 6 until you take a long rest). The creature grips onto her with its claws, but, fortunately, they sink into her armour and not flesh (9 vs AC).
OOC:
Player turn. Ohica has 2 rounds worth of actions
Feb 19, 2016 3:00 am
"Come on, foul beast!" cries Boide, unable to see the nature of the wound inflicted upon the druid. He pounds his shield with his battleaxe and charges to where he hears the creature. Receiving inspiration from his patron, Boide swings his axe across in an attack, then turns the head and slashes upward for a follow-up strike.

Rolls

Battleaxe vs undead, Damage, Radiant Damage - (1d20+3, 1d8+1, 1d4)

1d20+3 : (12) + 3 = 15

1d8+1 : (6) + 1 = 7

1d4 : (1) = 1

Bonus attack, War Priest - (1d20+3, 1d8+1, 1d4)

1d20+3 : (13) + 3 = 16

1d8+1 : (8) + 1 = 9

1d4 : (3) = 3

Feb 19, 2016 3:03 pm
Bodies blade cuts into the creature and it cries out in agony as the radiant energy washes over it.
Feb 19, 2016 3:13 pm
Eithne whimpers as the creature drains her lifeblood from her. She counters by calling on the power of the moon, bringing it down on the creature's head.
Quote:
Moonbeam
2nd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
Duration: Concentration, up to 1 minute
A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
Last edited February 19, 2016 3:14 pm
Feb 19, 2016 3:16 pm
Taris continues focusing on the creature with his Divine Sense and swings his blade again, determined to free the odd animal-person.
OOC:
12 damage with GWF style
Last edited February 19, 2016 3:17 pm

Rolls

Attack with Greatsword - (1d20+6, 1d20+6, 2d6+4)

1d20+6 : (4) + 6 = 10

1d20+6 : (17) + 6 = 23

2d6+4 : (13) + 4 = 8

Rerolling 1 on damage - (1d6)

(5) = 5

Feb 19, 2016 6:14 pm
Having a bit of distance between himself and his attacker Tolvaj throws his dagger and follows up with another shot from his hand-crossbow.

Rolls

Thrown Dagger Attack, Damage - (1d20+6, 1d4+4)

1d20+6 : (16) + 6 = 22

1d4+4 : (4) + 4 = 8

Hand Crossbow Attack, Damage - (1d20+6, 1d6+4)

1d20+6 : (9) + 6 = 15

1d6+4 : (2) + 4 = 6

Feb 22, 2016 4:42 am
OOC:
Man, I always forget that dispel magic is so important in 1st edition adventures!
Ohica calls out: "Where is it? What's happening? Call out, so I know where you are!" in the hopes that their calling out will help the dwarf get a better sense of where they are. Next she'll pull out a vial of holy water and call out "Ulaa, grant your boon to my companions! Guide them as they strive to overcome this foul darkness!", Blessing Tolvaj, Taris, Boide, and Eithne (casting at 2nd level).
Quote:

Bless
Casting Time:
1 action
Range: 30'
Components: V, S, M (holy water)
Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
For her next round, Ohica will intone "Ulaa, as the diamond glitters in the mine, so shall your light strike forth unto the darkness!" to allow Ulaa to send a Guiding Bolt through her cleric, hopefully striking it for 4d6 radiant damage.

(multiple edits to fix my sloppy text formatting)
Last edited February 22, 2016 4:43 am

Rolls

Guiding bolt attack, radiant damage on hit - (1d20+5, 4d6)

1d20+5 : (17) + 5 = 22

4d6 : (6536) = 20

Feb 22, 2016 4:40 pm
Taris slashes at the creature, easily able to hit it with his great sword. A beam of light nobody can see appears where the creature is before Eithne, and it lets out a shriek of pain. You all catch the scent of and hear sizzling flesh.

Tolvaj stabs and shoots it again as it screams, the sound making it easier to aim the attacks. Ohica, then launches a Guiding Bolt at the creature that strikes it square in the torso. It staggers backwards, then, everyone feels as if a stiff wind whips up around them. As this happens Taris senses the creature move very swiftly past everyone and down the hallway towards the boiling mud room.
Feb 22, 2016 4:42 pm
As Taris senses the thing slip away he launches an attack at the creature, "It's heading to the mud room!"
OOC:
Not sure if I get an Opportunity Attack as it probably disengaged. If not just treat this as fluff!

Rolls

Attack! - (1d20+6, 1d20+6, 2d6+4)

1d20+6 : (18) + 6 = 24

1d20+6 : (9) + 6 = 15

2d6+4 : (46) + 4 = 14

Feb 22, 2016 4:49 pm
Taris swings his blade directly through the creature, he thought anyway, but the weapon passes harmlessly through it...
OOC:
player turn
Feb 22, 2016 4:59 pm
Taris moves as quickly as he can to chase the creature and continue his attacks on it.
OOC:
Going to give chase. Can I see what it looks like now that we're out of the darkness?

If I can't catch up I will draw and throw a Javelin
Last edited February 22, 2016 5:03 pm

Rolls

Attack if I can catch up - (1d20+6, 2d6+4)

1d20+6 : (8) + 6 = 14

2d6+4 : (16) + 4 = 11

reroll 1 on damage - (1d6)

(4) = 4

Javelin Attack if I can't catch it - (1d20+6, 1d6+4)

1d20+6 : (9) + 6 = 15

1d6+4 : (6) + 4 = 10

Bless roll! - (1d4)

(2) = 2

Feb 22, 2016 5:36 pm
Boide listens as the battle draws out, back into the hallway. Guided by Taris' voice, the dwarf charges out to find the abomination.
OOC:
I assume Perception to see the undead, depending on how far it got and whether or not I'm still in the darkness when I move towards it. If I make it and discern its position, am I able to then make an attack?

Rolls

Perception - (1d20+3)

(3) + 3 = 6

Feb 22, 2016 5:55 pm
Hearing Taris, Ohica backs out of the room, too, following Boide.
OOC:
Ohica will double-move if necessary to pursue to the edge of the mud room as quickly as possible.

I debated trying to Turn Undead before attacking. Ah, well. It's gone gaseous or turned into a bat or something. I suppose we might still get an attack on it if we're fast enough, before it flies across the mud room. Otherwise we'll just be waiting for the darkness to subside.
Last edited February 22, 2016 5:56 pm
Feb 22, 2016 7:42 pm
Stepping out of the darkness you see a dense cloud of mist moving rapidly towards the door to the mud room. Taris chases after it, swinging his greatsword but again, causing the thing no harm.

Ohica races after the mist cloud, reaching the door as it does.
OOC:
Boide has 2 sets of actions this round, as he was skipped last round
Feb 22, 2016 8:15 pm
Boide drops his concentration on his Divine Favor and tries a different tactic. He doesn't know if it will work, but the symbol on his shield glows as he calls upon Clangeddin to Hold Person on that cloud of mist.

The priest then summons heavenly radiant Sacred Flame from above, attempting to engulf the mist.

Rolls

Sacred Flame - (1d8)

(2) = 2

Feb 22, 2016 9:07 pm
If she can manage to do so before the cloud moves through, Ohica will slam the door shut!
OOC:
Oh, for a gust of wind spell!
Feb 22, 2016 11:21 pm
"It's got holes in it, girl!" shouts Boide, hoping he sees Ohica's intentions before she blocks off our access.
Feb 22, 2016 11:26 pm
Tolvaj will follow up behind the others but will not attempt to make any sort of attack in the narrow hallway.
Feb 23, 2016 2:36 pm
Eithne joins in the chase. She sends the moonbeam ahead of her, taking care to steer it clear of her packmates. With a hasty warning in Elvish for Ohica to move out of the way, Eithne sends the moonbeam down on top of the undead mist.
OOC:

-The beam is a " 5-foot radius, 40-foot-high cylinder."
-"On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction."
Last edited February 23, 2016 3:10 pm
Feb 23, 2016 3:01 pm
The mist's movement is suddenly halted as it struggles against Boide's spell. The sacred flame finds purchase against it, causing a portion of the mist to vaporize. Ohica slams the door, finding it isn't full of holes - the darkness must have gotten Boide turned around (it was the room the undead creature was in that had a door full of holes, not the door leading into the mud room). Before anything else can happen, Eithne's moonbeam flashes to life above the mist and Ohica, burning both of them. The mist dissipates, then rematerializes as a humanoid vampire, only identifiable by the fangs in its mouth as its skin is boiling and burned black. It falls to the ground dead.
OOC:
Ohica, make a Constitution save against DC 12. On a failure, take 2d10 Radiant Damage. On a success, take half that.

Rolls

Radiant Damage - (2d10)

(99) = 18

Feb 23, 2016 5:27 pm
"C'mere, you," says Boide to his fellow dwarven priest. "Clangeddin finds favor with the brave." A soft glow encompasses Boide's hand as he casts Cure Wounds on Ohica.
Last edited February 23, 2016 6:54 pm

Rolls

2nd-level Cure Wounds on Eithne - (2d8+5)

(64) + 5 = 15

Feb 24, 2016 5:47 pm
Moments earlier, Ohica called out wordlessly to Ulaa for grace against the barrage of the moon. Her skin darkened perceptibly, offering some resistance to the piercing ray. She staggers and looks in revulsion at the smoking vampire corpse.
OOC:
FYI: With the save, she's at half HP before Boide's healing: 15/31.
Last edited February 24, 2016 5:51 pm

Rolls

CON save vs moonbeam - (1d20+2)

(13) + 2 = 15

Feb 28, 2016 4:44 pm
Eithne trots up to Ohica with a puzzled look on her face. Why didn't the she-dwarf get out if the way? Tassarion, her elven mentor, had always said dwarves tended to be a little deaf. Eithne's fusses over Ohica's moonburns, and is glad when they are healed by the other dwarven priest. Euthne waits to see what the pack decides to do next. In the meantime she paws through the vampire's ashes.
Feb 28, 2016 5:08 pm
"Who else?" asks Boide, looking to the rest of the party. "You're looking beat, drow. Let me smack some life back into you!" Despite the choice of words, Boide simply lays a hand on Tolvaj and casts Cure Wounds.

Rolls

Cure Wounds on Tolvaj - (1d8+5)

(1) + 5 = 6

Feb 28, 2016 5:20 pm
"Who do you think you're going to sma......" Tolvaj starts to protest until he realizes what Boide is up to. Normally the proud Drow would decline such help from others, but with wounds this severe he sees no other choice.

He struggles to mutter out a thanks as the Dwarf completes the spell. "Thanks..."
Feb 28, 2016 5:23 pm
Pawing through the ashes Eithne finds nothing of interest.
Feb 29, 2016 8:13 pm
Ohica thanks Boide gratefully for the healing; with Clangeddin's power, her painful burns and gouges have faded to just a faint itching sensation. She pats Eithne on the shoulder: "Good work, wild one." Then the dwarf brightens and addresses the larger group. "Do you think we can see in that darkened room now?"

Ohica returns to the dark room to investigate.
Feb 29, 2016 8:15 pm
Turning back to the room, the darkness has remained as it was before.
Feb 29, 2016 8:24 pm
"So...do we wait for the light to expire, or do I crawl in and feel my way around?"
Feb 29, 2016 8:26 pm
Ohica realizes that, if the darkness originated from the vampire, the magic would have fallen with the vampire as the creatures will would no longer be able to sustain it. The original darkness that covered the room, however, is still persisting and so must originate from a source other than the vampire.
Feb 29, 2016 8:36 pm
"We might have to," says Boide, out of ideas for dispelling the darkness. "While you do that, I need to spend some time in prayer." He begins to set up to cast a 10-minute ritual.
OOC:
Casting Prayer of Healing to restore hit points to the entire party.

Rolls

Prayer of Healing - (2d8+5)

(23) + 5 = 10

Feb 29, 2016 8:38 pm
Taris takes a deep breath, "Wish me luck," he says as he cautiously enters the darkness, listening for any signs of danger.
Last edited February 29, 2016 8:38 pm

Rolls

Perception - (1d20+4)

(2) + 4 = 6

Feb 29, 2016 8:38 pm
Ohica inspects the doorjamb. Does it seem as if there is a threshold for the door? She puts her hands into the darkness and feels for a floor. The candle that Boide threw didn't splash, so she expects to find no water in the room, even though the hallway is submerged in a few inches. But she wants to know before she starts into the darkness.

Edit: She's startled in this as Taris steps over her. "Good luck!"
Last edited February 29, 2016 9:29 pm
Feb 29, 2016 8:39 pm
Taris stumbles into the room, feeling around in the darkness, and slams his foot hard into something large a wooden in the middle of the room. He nearly falls into it before righting himself and realizing that it is probably the vampires coffin.

The floor of the room, like much of the floor in this blasted dungeon, has about an inch of water and thick scum in some places.
Feb 29, 2016 8:41 pm
Ohica hears splashing and then a thump and a huff of breath. "Are you well, Taris?"

(Edit to correct the character name. Oops!)
Last edited February 29, 2016 9:30 pm
Feb 29, 2016 8:43 pm
Taris feels around in the coffin to see if he can find what's creating the darkness, "Yeah, so far so good. Found his coffin, maybe the darkness is coming from here."

Rolls

Perception - (1d20+4)

(6) + 4 = 10

Feb 29, 2016 8:51 pm
To Taris it is a plain wooden coffin. It slides a bit, so clearly not anchored to the floor. But beyond that, he discovers nothing of note.
Feb 29, 2016 8:53 pm
"Nothing in the coffin," he shouts back to keep his companions apprised of his findings, then pushes the coffin to see if there is anything under it. If he finds nothing then he will keep moving through the room.
OOC:
Such bad rolls. It's becoming impressive!
Last edited February 29, 2016 8:54 pm

Rolls

Perception - (1d20+4)

(3) + 4 = 7

Feb 29, 2016 9:00 pm
He shoves the coffin to the side and slips in the water (Take 1 falling Damage). Whiel already on his arse, he feels the ground under the coffin but doesn't notice anything. The rest of the room seems equally plain. It's just the one door, the water, and the coffin.
Feb 29, 2016 9:01 pm
OOC:
Hopefully you fell and hurt yourself within the first 10 minutes of Boide's casting! Let me know when my ritual ends.
Feb 29, 2016 9:09 pm
Ohica continues to listen intently to what Taris is doing.
OOC:
Is the sound of the coffin sliding the same noise we heard from the darkness earlier?
(edit to correct the character name)
Last edited February 29, 2016 9:30 pm
Feb 29, 2016 9:17 pm
OOC:
The sound of the coffin sliding is a new sound. The sound from before was the lid of the coffin sliding off.

And yes, that silly point of falling damage will be healed by Boide's ritual.
Feb 29, 2016 9:21 pm
Taris spends a couple extra minutes exploring before heading out of the room.

Rolls

Perception - (1d20+4)

(15) + 4 = 19

Feb 29, 2016 9:27 pm
With one final, thorough, search Taris notices something he hadn't before. There is a trap door beneath where the coffin had been. Pulling it up and reaching in he finds two large leather satchels. They are quite heavy, and deciding it is pointless to search for traps in the dark, he drags them out of the room into the hallway.
Feb 29, 2016 9:30 pm
Taris exits the room with the satchels and lays them on the floor, "I found these in a trap door beneath the coffin."
Feb 29, 2016 11:45 pm
Feeling much better after Boide's prayer Tolvaj stretches and kneels down by the satchels. Careful not to actually touch them in any way he'll spend a few moments giving them a close inspection.

"A trap door, under a coffin, in a perpetually dark room. What could possibly go wrong?" he mumbles to himself.

Rolls

Investigation - (1d20-1)

(13) - 1 = 12

Perception - (1d20+3)

(20) + 3 = 23

Mar 1, 2016 2:47 pm
Looking over the bags Tolvaj finds them to be plain, though heavy with something.
Mar 2, 2016 1:42 am
Confident that there's nothing overly special about the bags Tolvaj will get back to his feet and take a step back. "Looks safe enough, Taris. They're all yours..."
Mar 2, 2016 2:37 am
Taris raises an eyebrow at Tolvaj before shrugging and checking inside the first satchel.
Mar 2, 2016 8:44 am
Ohica will open the second satchel, interested in determining whether there's anything useful or relevant inside before they make their way back.
Mar 2, 2016 12:52 pm
Taris finds a ridiculous volume of gold coins (easily 10, 000) as well as four potions and three spell scrolls in his sack. Ohica finds a smaller, but equally absurd volume of gold (about 5, 000) and a hammer... which she immediately recognizes as the dwarven relic, Whelm

http://vignette4.wikia.nocookie.net/greyhawk-chronicles/images/f/fb/Whelm.jpg/revision/latest?cb=20150927173840
OOC:
So perfect! Congrats you found the first of the weapons! Stats for Whelm forthcoming
Mar 2, 2016 3:44 pm
Boide smiles, perhaps for the first time. It quickly vanishes as he says, "Well done. Now, are we going to rest here in the dark or does this room have a back door somewhere?"
Mar 2, 2016 3:45 pm
Taris carefully removes the potions and scrolls before asking, "Anyone want to see if they can discern the use of these items?"
Mar 2, 2016 5:36 pm
"Well, I can try," says Boide. "Let's start with the potions." He opens one to take a whiff, and goes so far as to dab a pinky into the contents for a tiny taste.

Rolls

Arcana - (1d20)

(2) = 2

Mar 2, 2016 7:01 pm
Ohica shows Whelm to the group. "We've got one of them!" Then she answers Boide. "I would rather rest out here, where I can tell if my eyes are open or closed." She looks appraisingly at the satchels full of gold. "You are amazingly strong, Taris, to have lifted both of these satchels at once!" She nods in approval. "Must be clean living, lots of exercise, and a good diet." When she gets a chance after he's divined the nature of the other magic items, Ohica will talk to Boide. "Boide, it seems to me that this hammer, Whelm, can be of use to us, in this quest, even before we return it to its rightful owners. I can sense the presence of this gold as I hold Whelm, for instance, even when I walk into the dark room. It may be of use. Would you like to give it a try? We could alternate using it, perhaps."
Mar 2, 2016 7:04 pm
Boide takes some time sampling the potions and discovers one to be a Potion of Hill Giant Strength (for 1 hour, yoru Strength score becomes 21), one to be a Potion of Invulnerability (for 1 minute you have resistance to all damage), one to be a Potion of Invisibility (as the wizard spell) and one to be a Potion of Perfect Healing (restore your hit points, hit dice and maximum hit points as if you had a long rest).
Mar 2, 2016 7:21 pm
"Ah, you hold onto it," Boide answers to the question of Whelm. "Clangeddin graced me with his axe; you're already suited for swinging that thing. Besides, finding gold ain't much of a help when it don't tell ya who's guarding it!" The war cleric turns his attention to the scrolls to see if he can recognize the sigils and divine their purpose.
Mar 3, 2016 12:01 am
While the others looks over the spoils, Tolvaj will slink into the shadows (assuming there are any) and keep watch.

Rolls

Stealth to Hide - (1d20+8)

(11) + 8 = 19

Perception - (1d20+3)

(18) + 3 = 21

Mar 3, 2016 1:22 am
The scrolls are Meld Into Stone, Dispel Magic and Guardian of Faith.

You settle into the damp hallway, at the edge of the darkness, and manage to catch a few, restless, hours of sleep.
OOC:
Restless Long Rest. First, spend hit dice to heal to full. Then heal the rest of the way if you still have damage to heal. Then, regain 2 Hit Dice. Regain all other abilities as if you had a Long Rest.

The only light, and so the only shadows, are those brought by you folks. I think you all have Darkvision, so there may be no light or shadows to speak of!
Mar 7, 2016 3:13 pm
Somewhat recuperated, you start to make your way back to the sphinx chamber. It's a slow crawl across the boiling mud room, but having done it once already you manage it safely. As you make your way down the hallway back towards the chamber with the flesh golems, you run across a problem... the turnstile you passed through is designed to allow passage only in one direction...
Mar 7, 2016 3:41 pm
"Do you think the cat can move the earth around the gate, maybe loosen it from its anchor?" Boide asks of the group. He then turns to Eithne and says, "Oi cat! You think you can move the earth around the gate, maybe loosen it from its anchor?"
Mar 7, 2016 8:11 pm
Eithne understands what the he-dwarf wants with her but she is puzzled that he would call him a cat when her features are clearly canine. Two-legs are funny. Except Tassarion. The old elf had never been funny.

Eithne touches the tunnel wall intending to carve a hole big enough for the pack to squeeze past the turnstile...
Mar 7, 2016 11:17 pm
The tunnel wall folds back as Eithne shapes it into a small space, and the party is able to squeeze through. You walk back through the flesh golem room and down the soggy hallway back to the sphinx chamber. There you find the sphinx pruning her nails. She doesn't look up as you enter, and says in a monotonous voice, "Oh so you got one. Good for you."
OOC:
There are two hallways leading off from the sphinx chamber you have not gone down
Mar 8, 2016 12:03 am
"I'm sorry, lass," says Boide. "Found someone that would have made a good meal for ya, but he was a vampire. Do you eat flesh golem?"
Mar 11, 2016 11:53 pm
She inspects the nails on one paw, and, without looking up, says "I much prefer recently living flesh. Reanimation tends to ruin flavours and makes it gamey."
Mar 11, 2016 11:56 pm
"Understandable," says Boide, though inwardly he doesn't really understand. Far be it from him to question a sphinx, though. The dwarf votes to enter the middle passage this time.
Mar 12, 2016 12:12 am
Ohica nods in agreement with her fellow dwarf. "Yes, let's continue following the left wall." At the blank looks, she waves her right hand. "See? I always make sure to follow the wall on my left whenever I go into a dungeon." Then she looks a little worried, and whispers to Boide: "...wait. Is this my left or my right? I get them confused..."
Mar 12, 2016 12:15 am
Tolvaj rolls his eyes as the dwarf can't seem to figure out left from right. "Middle passage it is then." he says as he enters the passage.

Rolls

Stealth - (1d20+8)

(10) + 8 = 18

Perception - (1d20+3)

(6) + 3 = 9

Mar 12, 2016 12:32 am
You head down the central corridor, feet splashing through the ankle deep scummy water. The corridor goes on for forty feet, ten feet in the wall opens on the right hand side to reveal a ten foot diameter circular room with a ten foot deep pool of water.
Mar 12, 2016 2:35 am
"Damned water!" Tolvaj mutters as he finds the circular room. He'll wave to others to join him, if they haven't already.
Mar 12, 2016 2:44 am
There is a valve wheel at the bottom of the pool, but beyond that the room has nothing of interest in it.
OOC:
Also, I realize I may not have been clear in my description -- this side room is halfway down the hallway, whcih continues past this room and turns sharply to the left
Mar 12, 2016 3:20 am
Boide peers over the edge, into the water. "You think that valve drains the pool, or fills it up?"
Mar 15, 2016 5:25 pm
"There's only one way to find out. Um, I think." Always impressed with Tolvaj's ability, Ohica once again volunteers him. "You look like you swim well. Care to check it out?"
Mar 15, 2016 10:07 pm
"In what way do I look like I would swim well?" Tolvaj asks bluntly.
Mar 15, 2016 11:05 pm
"You're much more streamlined, for one," says Boide.
Mar 15, 2016 11:09 pm
"And either of you would sink to the bottom better, which is, coincidentally, where the valve is located." Tolvaj barbs. "Besides, if the valve were to drain the pool, one of you would be less likely to get sucked down a drain. Although, you'd probably still die when you plug up the drain and the water has no where to go."
Mar 15, 2016 11:12 pm
"That's a lot of air in your lungs for such an eloquent explanation," Boide remarks casually.
Mar 16, 2016 12:02 am
Letting out a long sigh, Tolvaj starts to hand Boide his weapons and pack. Muttering a curse in Drow he turns and dives into the water where he will attempt to investigate the valve. "Drowning would be more productive than arguing with a Dwarf..."

Rolls

Swimming [Athletics] - (1d20+4)

(12) + 4 = 16

Investigation - (1d20-1)

(10) - 1 = 9

Perception - (1d20+3)

(19) + 3 = 22

Mar 17, 2016 8:26 pm
Completely oblivious to the tension in their dialogue, Ohica looks on happily as Tolvaj once again demonstrates his wide range of abilities. She knew he was the best one for the job, and she's never understood why drow get such a bad reputation. She honestly doesn't know what they'd do without Tolvaj. In her simple mind, he's like family.
Mar 18, 2016 3:12 pm
Tolvaj swims to the bottom of the pool and inspects the valve. If he could muster the strength to turn it, it would certainly drain the pool. To what end, though, he is unsure.
Mar 18, 2016 7:52 pm
Tolvaj breaks the surface of the water and takes in a deep breath. Hoisting himself back up to the edge he walks over to Boide, "Yep, it's a valve."
Mar 18, 2016 7:56 pm
"Your powers of deduction are amazing, drow," praises Boide, in a monotone voice.
Mar 18, 2016 7:57 pm
"Well, should we try to use it, or should we move on?"
Mar 18, 2016 8:00 pm
"It would be nice to have dry feet for a change."
OOC:
Ohica is making an intuitive leap, that - if the water drains out the valve, the standing water in the hall would drain, too. But if that's not the case, she simultaneously pretty simple-minded...
Mar 18, 2016 8:11 pm
Ignoring Boide's obvious fake praise, "It would be interesting to see what happens if the valve were to be open. I'm just not going to volunteer to stand next to it when the water drains."
Mar 18, 2016 8:12 pm
"What if we were to tie a rope around your waist? I'm sure I'd be able to haul you back to us,"
Mar 18, 2016 8:14 pm
"I guess we ought to try," says Boide. "Since the drow volunteered the first time, I'll try it next." He begins to remove his scale mail and placing his weapons and pack on the ground, and prepares to dive in.
Mar 18, 2016 8:18 pm
Taris gets his rope out to tie it around Boide's waist and will hold on to it while the dwarf goes down.
Mar 18, 2016 8:24 pm
Tolvaj will help hold onto the rope as well, "It would probably be more secure if he tied it around his neck..."
Mar 18, 2016 8:30 pm
"Ha!" chortles Boide. "Congratulations, elf! You finally said something witty! Needs more work in your delivery, though." The dwarf dives into the pool.
Mar 18, 2016 9:15 pm
"Uh...wouldn't that choke him if you did that?" Ohica inquires of her buddy Tolvaj.
Mar 18, 2016 9:22 pm
Tiring of the back and forth Tolvaj simply responds "No, it would probably just damage the rope."
Mar 18, 2016 9:31 pm
"Oh. Hm." Ohica muses on this for a while. Then, peering down into the murk: "Yes...he is strong. Very strong... I still think you're a better swimmer, though. And you're both better swimmers than me."
Mar 18, 2016 11:12 pm
Boide swims to the bottom of the pool, graps onto the valve, plants his feet on the bottom, and heaves with all of his strength...
OOC:
Boide, Athletics check please!
Mar 18, 2016 11:13 pm
Boide briefly considers which way he's supposed to turn the valve, so he tries turning to the left.

Rolls

Athletics - (1d20+1)

(15) + 1 = 16

Mar 18, 2016 11:16 pm
Boide pulls on the valve and finds that it is very stiff. He expects there is no way that he, alone, could make it budge...
Mar 18, 2016 11:20 pm
Boide returns to the surface, taking a breath and treading water. "It's stuck. I'll need help to budge it."
Mar 18, 2016 11:33 pm
Taris begins to shed his armor, "I will assist you,"
Mar 18, 2016 11:56 pm
"Looks like we have another going in, Ohica. Help me with the ropes."
Mar 19, 2016 6:55 am
Eithne paces about. She understands what the pack is trying to do, but is unsure if there's anything she can do to help.
Mar 19, 2016 9:35 pm
Before Taris can dive down, Boide beckons him over. "Clanggedin guide your strength," intones Boide, touching the man's shoulder.
OOC:
Taris can add a d4 to one ability check made in the next minute.
Mar 20, 2016 12:54 pm
OOC:
Athletics checks from both divers please!
Mar 20, 2016 5:43 pm
OOC:
Athletics Check!

Edit: I think I made it!
Last edited March 20, 2016 5:43 pm

Rolls

Athletics - (1d20+6)

(20) + 6 = 26

Mar 20, 2016 5:44 pm
Boide almost habitually spits in his hands before he remembers where he is, and instead just grasps the valve to add his leverage behind it.

Rolls

Athletics - (1d20+1)

(17) + 1 = 18

Mar 20, 2016 11:52 pm
The two men strain at the bottom of the pool, but between them they have enough strength to make the valve turn. Within moments the water begins to drain rapidly and if not for the safety ropes tied to them they would have been bashed around in the torrent at the bottom of the pool. After a few moments the room, and all the water in the connecting hallway, have drained.
OOC:
Just barely made it you two!
Mar 20, 2016 11:59 pm
"Well done" Tolvaj says "Now the dwarf can walk around without wet feet."
Mar 21, 2016 2:12 am
"C'mon, hoist us up," calls Boide. "And maybe get a fire going so we can dry these clothes."
Mar 23, 2016 4:23 pm
With some help from the rope, and some scrambling, Boide and Taris scramble out of the dried pit.
Mar 23, 2016 4:32 pm
Boide removes his shirt and steps out of his trousers to wring out the water in his clothes.
Mar 23, 2016 8:29 pm
Taris gives himself a minute to drip dry and then puts his armor back on.
Mar 31, 2016 3:09 am
OOC:
So, are we ambling down the hallway then?
Mar 31, 2016 3:18 am
Boide spends some time donning his armor, ignoring the squish in his boots. When finished, he gives a curt nod and bangs his battleaxe on his shield to signal his readiness to continue down the hallway.
Mar 31, 2016 10:12 pm
Giving one last wring to his robe, Tolvaj throws it back over his head. "Right behind you, Dwarf..."
Apr 1, 2016 12:06 am
"Behind?" repeats Boide. "Shouldn't you be in front like a good scout?"
Apr 1, 2016 12:14 am
"AYE!!" Tolvaj responds in his best mock dwarven accent and moves out to a forward position.
OOC:
He'll move ahead quietly for about 20' and take a peek about.

Rolls

Stealth - (1d20+8)

(10) + 8 = 18

Perception - (1d20+1)

(3) + 1 = 4

Apr 1, 2016 12:19 am
Twenty feet down the hallway is an archway into the next room. It is a sixty foot square, extending twenty feet to Tolvaj's right and thirty to his left. Three are two exits in the northeast corner (ahead and to the right of the entrance). On, in the northern wall, leads to a stair case that climbs upwards. The one in the eastern wall is blocked by a closed wooden door. The floor of this room is covered with water.
Apr 1, 2016 12:24 am
Boide yells down the hallway after the drow, "WE'LL MAKE A DWARF OUT OF YOU YET, ELF!" He half-chuckles as he clanks along after Tolvaj.
Apr 3, 2016 7:54 pm
Eithne follows the others into the room. She stalks towards the wooden door and sniffs at it.

Rolls

Perception - (1d20+4)

(17) + 4 = 21

Apr 3, 2016 9:12 pm
OOC:
Eithne, how do you get to the wooden door? Walk straight across the room?
Apr 4, 2016 2:07 pm
Eithine plods forward, and after five feet almost steps of the ledge into a very deep pit. Apparently the middle of the room is actually a deep pool of water, and there is a narrow walkway around the outer edge.
Apr 4, 2016 2:12 pm
Eithne gestures to the others, pointing out the deep pool and miming diving and swimming movements. She then skirts the pool, following the narrow walkway, and makes her way to the wooden door to examine it.
OOC:

If she passes any of the other exits on her way to the wooden door she'll peek through as well. LEt me know if I need to make any additional skill checks.
Apr 4, 2016 2:16 pm
Taris whispers a quick prayer for the druid and watches as she attempts to navigate the walkway.
Apr 4, 2016 3:46 pm
Boide steps up to the edge of the water and sighs. "Thought we took care of this," he grumbles, and sloshes forward to the edge of the pit to look down.
OOC:
I don't remember if we wrote down what we took from the room with the globes. Did someone take the lead discs?
Apr 4, 2016 4:30 pm
Eithne starts to skirt around the edge of the room, then Boide steps forward and peers into the pool. There is a splash as two nude women surface in the middle of the pool. They wade there, staring at the dwarf, then one of them smiles, and a tail made of seaweed lifts up from below the water surface (and clearly belonging to her) and gently beckons Boide forward, "Come swim with us." they say in unison.
OOC:
Boide, make two wisdom saves.
Apr 4, 2016 5:02 pm
Did I pick up those lead discs from the globe room? Boide thinks to himself as he stares across the pool.

Rolls

Wisdom x2 - (1d20+5, 1d20+5)

1d20+5 : (20) + 5 = 25

1d20+5 : (17) + 5 = 22

Apr 5, 2016 1:07 pm
Boide starts to inspect his pack, ignoring the two maidens in the water. They seem visibly frustrated at his ignoring them.
Apr 5, 2016 3:38 pm
"I think I found it!" says Boide, bringing out a small stone. "No, wait. That's bread." He stands and shoulders his pack once more. "I'm a-head back, get those lead things from the globe room."
Apr 5, 2016 11:35 pm
"Lead discs? For what purpose?" Tolvaj asks.
Apr 5, 2016 11:45 pm
"Good for eatin'," is Boide's reply.
Apr 5, 2016 11:49 pm
"That explains more than a few thing about you."
Apr 6, 2016 1:11 pm
The seaweed-tailed merwomen dive back below the water's surface. Eithne shrugs, and carries on her way - then notices that the walkway is abruptly interrupted along the left hand wall - there's about a ten foot gap.
Apr 6, 2016 3:56 pm
"So, uh..." begins Boide, stopped halfway down the hall back the way the group came. "You all saw them, right? Weren't just me?"
Apr 6, 2016 4:59 pm
"No, I saw them as well. You've not gone crazy...yet."
Apr 6, 2016 5:17 pm
Boide's shoulders relax a bit. "Okay, good," he says, relief audible in his voice. "Uh, what was that?"
OOC:
Boide still wants to retrieve those lead discs.
Apr 11, 2016 5:33 pm
Boide heads back to the globe room and recovers the lead discs on the floor. The door, as he enters the room, predictably closes behind him... but he was smart enough to bring the key along and easily lets himself out. Twenty or so minutes later he regroups with the party at the edge of the room with the pool of water and the seaweed women...
Apr 13, 2016 5:29 pm
Having had much success shaping the stone with her druid magic back in the mud chamber, Eithne tries to bridge the gap in the walkway.
Apr 13, 2016 6:39 pm
Eithne is able to do so with relative ease, and crosses the ten foot gap to the other side of the walkway. Then, she continues on her way around the outside of the room. She reaches the doorway opposite the door they came through, and again, her keen senses pick up the pathway ending below the water's surface - dropping off suddenly into the murky depths. The pathway ends about five steps before the door way. More stonebending allows safe passage and she finds herself standing at the beginning of another hallway.
Apr 13, 2016 7:01 pm
Eithne beckons to the others to follow her. She remakes the bridge for everyone to cross.
Apr 13, 2016 7:02 pm
Taris follows carefully along the walkway and nods his thanks to Eithne as he crosses her bridge.
Apr 13, 2016 7:14 pm
Boide returns to the group, and finds that the mer-women have not bothered the party. He follows the group across the newly-formed bridge. Upon reaching the opposite side, Boide takes one of the lead discs he recovered and closes his fist around it. A whisper to Clangeddin and the disc is illuminated with bright Light, which Boide tosses into the water to see what the sinking disc reveals.
Apr 13, 2016 9:29 pm
Crossing the bridge to join the others Tolvaj watches intently as the lead disc sinks to the bottom of the pool. "That's what you needed the discs for?" he asks "Couldn't have just used a coin or something?"
Apr 13, 2016 9:41 pm
Alas, no plan survives a room in White Plume Mountain, and as Taris and Tolvaj step into the room the mer-women resurface, and, winking at him, beckon them to come into the water.
OOC:
Taris and Tolvaj, each make a Wisdom save
Apr 13, 2016 9:42 pm
"Sorry, but that water is now tainted with lead, there's no wa.... Oh, hey, Cutie!"
Last edited April 13, 2016 9:43 pm

Rolls

Wisdom Saving Throw - (1d20+1)

(3) + 1 = 4

Apr 13, 2016 10:01 pm
"A dip does sound nice right about now!"
OOC:
Rolling

Ugh!
Last edited April 13, 2016 10:01 pm

Rolls

Wisdom Save - (1d20+4)

(2) + 4 = 6

Apr 17, 2016 7:57 pm
With a cry of alarm, Eithne realizes the elves will drown unless she does something. Quickly, she reaches into her pouch and produces a mixture of moonseeds and crushed feldspar crystals. She holds the mixture in her palm as she utters her druidic incantations, and a searing beam of radiant moonlight stabs down onto one of the mer-women.
OOC:
Casting Moonbeam.
May 8, 2016 1:50 am
Taris and Tolvaj, seeing the mer-women, immediately finds themselves wanting to go for a swim... and as that feeling overcomes them a beam of moonlight falls over the pool and the kelpies scream out, then dive under the surface to wait for their new companions to join them... The two charmed men stride forward, blissfully aware of only the lovely women-folk waiting for them at the bottom of the pool...
OOC:
Taris and Tolvaj are charmed, and want to join the kelpies in the water - preferably at the bottom of the pool
May 8, 2016 2:13 am
Now that the kelpies have disappeared under the surface, Boide lacks a convenient target. He opts to grab Taris and physically restrain him from diving into the water. "Come on, snap out of it!"

Rolls

Athletics - (1d20+1)

(1) + 1 = 2

May 8, 2016 2:24 am
Where did they run off to?" Tolvaj wonders as he approaches the side of the pool. "Oh, there they are!" he exclaims as he readies himself to jump...

Rolls

Wisdom Saving Throw - (1d20+1)

(12) + 1 = 13

May 8, 2016 7:02 am
Taris shoves the little dwarf off of him with contemptuous ease and continues toward the water.

Rolls

Athletics - (1d20+6)

(18) + 6 = 24

Wisdom Save - (1d20+4)

(1) + 4 = 5

May 8, 2016 2:56 pm
Tolvaj, standing on the edge of the pool, shakes his head and his senses suddenly return to him. As he regains his wisdom, Taris throws himself into the pool and begins to rapidly sink towards the bottom, carried by the weight of his armour and equipment. As he sinks, the kelpies swim towards him, two writhing shadows from the perspective of those on the ledge above.
May 8, 2016 3:19 pm
Eithne dives into the water after Taris. As she does so, her limbs transform, taking the shape of writhing, grasping tentacles. Hoping to recover Taris without a fight, she changes her coloration to match the surrounding seaweed.
Quote:
GIANT OCTOPUS
Large beast, unaligned
Armor Class 11
Hit Points 52 (8d10 + 8)
Speed 10ft., swim 60ft.
STR 17 (+3); DEX 13 (+1); CON 13 (+1); INT, WIS & CHA are Eithne's
Skills Perception +4, Stealth +5
Senses darkvision 60ft., passive Perception 14
Challenge 1
Hold Breath: While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage: The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing: The octopus can breathe only underwater.
Tentacles: Melee Weapon Attack: +5 to hit, reach 15 ft., one target.
Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.
Ink Cloud: (Recharges after a Short or Long Rest). A 20-foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Last edited May 8, 2016 4:09 pm

Rolls

Stealth - (1d20+5)

(20) + 5 = 25

May 8, 2016 5:45 pm
Boide peers over the edge, hoping the Light he cast upon the lead disc helps pick out the kelpies. Seeing the shadows approach, the cleric holds his hand out to Ohica and says, "Gimme that hammer, lass!"

Seeing the drow hesitate, Boide mutters to Tolvaj, "I hope this works. Get ready, elf."

"In the name of Clangeddin Silverbeard," he intones quietly in prayer, then his voice booms with divine power as he issues the Command, "Approach!"
OOC:
Casting Command at 2nd level, which ought to target both kelpies if they're within 30' of each other. Targets must succeed on a Wisdom saving throw or obey the command to move toward me by the shortest and most direct route, ending their turn if they move within 5 feet of me.
Last edited May 8, 2016 5:46 pm
May 8, 2016 10:21 pm
Ohica, briefly shocked out of her trance by Boide's command, hands him the hammer and resumes mediating on the meaning of all this madness for her faith...

As Taris sinks, the kelpies race for him, their fins pushing them through the water while they reach with their arms for him, fingers waggling to draw arcane signs as they move. The seaweed below Taris, that the now-octopus Ethine has hidden herself within, reaches up for the sinking paladin, and grasps him. Amongst the grasping weeds are a few octopus tentacles, nearly indistinguishable from them.

The kelpies, backlit by Boide's glowing lead discs, suddenly feel a compulsion to surface and suddenly shoot upwards, streaking over Taris. They burst from the water right at the edge in front of Boide as he grips the hammer...
OOC:
Eithne, Athletics check to tug-of-war over Taris with the seaweed. Boide and Tolvaj, you may make attacks on one or both kelpie's as they are in melee range of you both thanks to Boide's spell

Rolls

Kelpie 1 Save - (1d20)

(2) = 2

Kelpie 2 Save - (1d20)

(9) = 9

May 8, 2016 11:05 pm
Eithne struggles to free Taris from the seaweed.

Rolls

Athletics - (1d20+3)

(9) + 3 = 12

May 8, 2016 11:21 pm
"Come on, elf! Maybe if we knock these blighters open, the fighter will see how ugly they really are!" Boide half-roars, half-cackles in his mad panic to rescue Taris. He draws back with his hammer and swings for the first kelpie to rear its pretty head.

As he strikes, Boide mutters a quick prayer for Clangeddin's assistance, drawing a Spiritual Weapon opposite his target. The cleric hopes the Silverbeard forgives him for summoning a spectral hammer matching the appearance of Whelm, in order to achieve the effect of two hammers smashing something in-between.
OOC:
Bonus action to cast Spiritual Weapon

Rolls

Whelm vs Kelpie, Damage - (1d20+5, 1d8+3)

1d20+5 : (12) + 5 = 17

1d8+3 : (7) + 3 = 10

Spiritual Weapon vs Kelpie, Damage - (1d20+5, 1d8+3)

1d20+5 : (10) + 5 = 15

1d8+3 : (6) + 3 = 9

May 8, 2016 11:37 pm
Wanting to exact a bit of revenge for being tricked by the Kelpies, Tolvaj wastes no time drawing his sword. As soon as the second Kelpie breaks the surface of the water he slashes out and quickly follows with a shot from the hand crossbow strapped to his opposite forearm.
OOC:
Crossbow Expert feat for the second attack and negating the disadvantage to using a crossbow in melee.

Rolls

Short Sword Attack / Damage - (1d20+6, 1d6+4)

1d20+6 : (18) + 6 = 24

1d6+4 : (3) + 4 = 7

Hand Crossbow Attack / Damage - (1d20+6, 1d6+4)

1d20+6 : (13) + 6 = 19

1d6+4 : (5) + 4 = 9

May 9, 2016 12:10 am
Boide's hammer cracks into the kelpie's head as his spiritual blade stabs her in the upper back. The creature reels, and screeches, as it flips backwards and dives under the water to escape his assault, blood from her wound leaving a misty red trail in her wake.

Tolvaj's brutal stab takes the kelpie in the side of the neck, and his bolt sinks into her shoulder. She, like her sister, lets out a scream and dives below the water. She struggles to tear the bolt from her shoulder, slowly sinking towards the bottom of the pool as she does so.

Suddenly, the spell on Taris fails and his senses return to him. He barely prevents himself from breathing in a mouthful of water, and begins to struggle against the restraining seaweed. With the help of an octopus, he tears free and the two surface.
May 9, 2016 2:06 am
Boide does not let up. While he himself does not enter the water, his Spiritual Weapon does. It follows the kelpie and strikes again.

Rolls

Spiritual Weapon vs Kelpie, Damage - (1d20+5, 1d8+3)

1d20+5 : (15) + 5 = 20

1d8+3 : (2) + 3 = 5

May 11, 2016 2:16 pm
Taris panics when he sees that he is held by a giant octopus, he pushes and struggles to get away from the creature and to the edge so he can get up on land.

Rolls

Athletics - (1d20+6)

(3) + 6 = 9

May 11, 2016 3:08 pm
Eithne deposits the struggling half-elf onto the ledge right next to the wooden door she was examining earlier. She clambers up onto the ledge as well, still in octopus form, and uses one of her tentacles to open the wooden door.
May 12, 2016 12:57 pm
The spiritual blade slashes into the kelpie's back and she swims into the thickest parts of the seaweed, vanishing from Boide's sight. Taris struggles to get free of the octopus, while the octopus gently pushes him up onto the ledge and deposits him there; climbing out of the pool and sloshing up beside him.
May 12, 2016 3:48 pm
"Nice of you to rejoin us, lad!" Boide says in mirth. "Thank your soggy britches the squiggly thing thinks with her head and not her loins." The cleric moves along the edge of the wall for the door Eithne is trying to open.
May 12, 2016 4:13 pm
The door, which is on the north side of the room opposite the door you entered from, opens to reveal a ten foot long stair case leading up, and away from the soggy wet floor towards a long, dry hallway. At the top of the stairs Boide can see another door on the right hand (eastern) wall, the hallway also continues northward well beyond his darkvision.
May 12, 2016 4:22 pm
Eithne, on the ledge but still in octopus form, waits for everyone to mount the stairs before following. She eyes the pool warily, in case the kelpies try something nasty.
OOC:
Has it been more than a minute since I cast Moonbeam? If not, then the beam is still there and I can still use it if necessary.
May 12, 2016 4:39 pm
The moonbeam continues to hover above the water, blasting its searing light downward as an active threat against the any further attempt at charming the gathered adventurers.
May 17, 2016 5:55 pm
OOC:
So, are we carrying on down the hall and away from the kelpie room? You're all safely on the other side of the door at this point. Your options are: carry on northward down the hall, turn back into the kelpie room or try the door just down the hall on your right (east)
May 17, 2016 6:03 pm
Taris turns to Tolvaj, "Lead on, if you would."
May 17, 2016 6:11 pm
"There be a door here," says Boide, pointing to the west. No, east, sorry. He bangs his helmet with his battleaxe to straighten out his thoughts. "Should we try it?"
May 17, 2016 6:23 pm
Eithne waves her tentacles. The others have no idea what it means. It's probably best to ignore her.
May 17, 2016 9:34 pm
"I'll give it a quick look, see if it appears to be safe." Tolvaj says as he moves to the door.

Rolls

Investigation - (1d20-1)

(1) - 1 = 0

May 18, 2016 7:48 am
"Door's over on this side, elf," mutters Boide. Kelpie magic must still be addling the lad.
May 18, 2016 11:22 am
Tolvaj inspects the door and finds it to be normal.
May 18, 2016 9:32 pm
"Oh, THAT door!" responds Tolvaj as he kneels to closely inspect the door. After a few pokes and a quick peek he declares that the door is completely and utterly harmless and will attempt to swing the door open.
May 30, 2016 11:45 am
The door opens to reveal another long corridor. Near its end the corridor passes into a 10-foot diameter cylinder. The cylinder, which rotates counter-clockwise, is made of metal, and is painted with a dizzying pattern of black and white spirals. The interior is smooth and oily.
May 30, 2016 5:32 pm
"Oh, this doesn't look good," says Boide. "Oi, Cat-Dog! Wait up a bit!" The cleric casts Guidance upon Eithne, giving her Clangeddin's blessing of agility.
OOC:
Bonus to Dexterity, if what I think is going to happen, happens.
May 30, 2016 6:22 pm
Eithne pulls herself along, and after forty feet reaches the edge of the slowly rotating drum. From here she can sense that the drum is slowly rotating, but it would be easy enough to pull herself into. The inside also appears to be coated with something slick, perhaps oil.
May 30, 2016 6:27 pm
"What do you think, boys and squiggly thing?" says Boide, eyeing the oil. "Should we light this thing up before we go in?"
May 30, 2016 6:35 pm
Eithne feels like her suckers might help her find purchase on the slick surface. Then again, she has no idea what the stuff might be. Hearing Boide's suggestion to set the stuff alight, she pauses and waves the dwarf forward.
Jun 1, 2016 4:10 pm
"I'm sorta expecting this tunnel to catch fire right we're in the middle of it," Boide explains, more to himself than for the benefit of everyone. "Whoever designed this place ain't exactly the welcoming sort." He rummages through his pack for his tinderbox, grumbling about golems, mud platforms, vampires, kelpies, and a newfound distaste for standing water.
OOC:
I'm going to light it up, unless someone wants to do something else.
Jun 1, 2016 4:13 pm
OOC:
I'll give it 24hrs, or the active players each posting that they don't want to do something else.
Jun 1, 2016 4:19 pm
Tolvaj prepares for the torch lighting by shielding his eyes.
Jun 1, 2016 4:26 pm
Taris grips the hilt of his greatsword in preparation of trouble.
Jun 1, 2016 5:30 pm
With no objections, Boide strikes the tinderbox until sparks land in the slowly rotating, oil-coated drum... and sure enough, it bursts into flame. The heat forces Eithne and Boide to step back to avoid burns. So, now you are standing ten feet back from a slowly rotating drum, painted with a visual illusion that makes you kind of nauseous, that is on fire.
Jun 1, 2016 5:33 pm
Boide shields his eyes. "I figure we let that burn out. One less thing to worry about when we cross, eh?" He seems pleased with his plan, a wide grin peeking out from his beard.
Jun 1, 2016 5:41 pm
Eithne the giant octopus makes squishing noises. What it could possibly mean is anyone's guess.
Jun 12, 2016 12:15 pm
As the cylinder burns the hallway begins to fill with thick, choking black smoke. The mages among you recognize this as regular smoke, but the tightness of the room and intenseness of the burn, is producing a lot of it. You are forced to retreat back into the hallway to wait out the fire. When it does finally die down, you find the cylinder is still slowly rotating, although the interior is now charred and scarred by flame. It is no longer slick with oil, and there is a distinct smell of burn in the air.
Jun 12, 2016 4:29 pm
Boide's stomach rumbles. "I can see why that sphinx yearns for meat. This would make for a good roaster, no?" He hefts his shield and proceeds into the cylinder.
Jun 13, 2016 1:26 pm
Taris laughs at the dwarf's joke, "It would, indeed!" and follows the dwarf down the tunnel.
Jun 13, 2016 11:23 pm
Tolvaj says nothing as he falls in behind Taris.
Jun 14, 2016 6:15 am
Eithne, still in giant octopus form, follows the rest.
OOC:
I can maintain this form for 2 hours, but can only breathe outside water for 1 hour. How long's it been since the kelpie tank? Please let me know when time is running short.
Jun 14, 2016 5:12 pm
On the otherside of the smokey drum you find a the hallway ends abruptly. A quick scan of the end reveals a wooden door in the left hand wall.
Jun 14, 2016 5:17 pm
"Elf, you're good at finding odd stuff around doors," Boide says to Tolvaj. "See anything suspicious about this one?" His own gaze sweeps the area around the door, hoping to ensure nothing is missed that might provide a clue.

Rolls

Perception - (1d20+3)

(6) + 3 = 9

Jun 14, 2016 6:12 pm
Boide ascertains that the door is, indeed, wooden.
Jun 15, 2016 9:52 pm
"I'll take a look." Tolvaj says as he walks by Boide and approaches the door. "Hmmmm.... Looks like. A door!"

Rolls

Perception - (1d20+3)

(2) + 3 = 5

Investigation - (1d20-1)

(4) - 1 = 3

Jun 15, 2016 10:38 pm
"All right, well, let's check if it's locked," says Boide. He readies his shield, and attempts to open the door.
Jun 15, 2016 10:43 pm
"Right behind you" Tolvaj offers as he loads a bolt into his hand crossbow and reaches for a dagger.
Jun 17, 2016 3:59 am
The door is locked,
Jun 17, 2016 4:41 am
"It's locked," states Boide.
Jun 17, 2016 8:33 pm
"Is it locked?" Tolvaj mockingly asks with what appears to be a slight smile. Removing his back and dropping it at his feet he mumbles an old Drow saying as he rummages for his tools.

"Here we are! Let's see...." he kneels by the door and starts to work at the lock.
OOC:
WORST ROGUE EVA'
Last edited June 17, 2016 8:33 pm

Rolls

Lock Picking - (1d20+6)

(7) + 6 = 13

Jun 21, 2016 7:12 pm
Tolvaj works the lock and it suddenly clicks. He twinges, expecting a trap, but nothing happens. The door is unlocked.
Jun 21, 2016 9:50 pm
"There you go, Dwarf." Tolvaj says as he triumphantly places his tools back into his pack. "Now, where were we.... That's right, I was behind you!"
Jun 21, 2016 11:05 pm
"Right," says Boide. Hefting his shield once more, he tries the door.
Jul 13, 2016 12:09 pm
Boide shoves the door, and it shudders, but doesn't budge. It appears to be barred from the other side.
Jul 13, 2016 4:18 pm
Boide turns to the party. "You think we should try knockin'?"
Jul 13, 2016 8:35 pm
Taris shrugs, "Can't hurt anything, I suppose," he says and then knocks on the door loudly.
Jul 13, 2016 8:56 pm
"Well, except for us," shrugs Boide, deadpan, as he makes room for Taris. "Don't know if you noticed, but this place doesn't seem the welcoming type."
Jul 13, 2016 11:08 pm
Tolvaj reaches for his dagger and back up a few steps and mutters mockingly under his breath "Do you have time to talk about our dark lord the spider queen?"
Last edited July 13, 2016 11:08 pm
Jul 14, 2016 11:33 am
After a few moments there is no response.
Jul 14, 2016 3:48 pm
Boide looks around the area, checking for windows or viewports or anything else that seems extra-ordinary.

Rolls

Perception - (1d20+3)

(18) + 3 = 21

Jul 14, 2016 4:49 pm
Boide notices a little window, more like a wide arrow-slit, in the wall to his right - a slit oriented so that someone could, say, fire a flaming arrow through to ignite the oil that was in the rotating drum... The slit in the wall, however, is blocked on the other side. Probably a slider that could be moved in order to see out into the hallway.
Jul 14, 2016 4:54 pm
Boide silently points it out to the rest of the group, then looks back at the door itself.
OOC:
What is the door made of? Wood?
Never mind, went back in the thread and saw that it is a wooden door.
The cleric hefts Whelm. "You all might want to back up," he says, making a pushing motion with his shield toward the others.

"We tried the polite way, and that didn't work. Time to make ourselves a door knocker!" says Boide, and he slams the warhammer onto the ground next to the door, unleashing a wave of force from the impact extending 20 feet.
Last edited July 14, 2016 5:24 pm
Jul 22, 2016 3:19 pm
The shockwave ripples outwards and slams into the door, splintering and weakening the wood. While the door remains in its frame, Boide knows a good shoulder ram will send the damaged hunk of wood crashing inward.
Jul 22, 2016 3:29 pm
Taris steps forward, "Good work, Boide. I'll take the lead here, just in case there's danger within."

He then steps up to the door and gives it a good solid shoulder slam.

Rolls

Strength Check - (1d20+4)

(17) + 4 = 21

Jul 22, 2016 6:57 pm
Boide spins the warhammer in his grip, nodding with approval at its properties.
Jul 27, 2016 9:03 am
Eithne scoots forward and flings aside the splintered door using her octopus arms. She wonders how much longer she can hold on to this form. It hasn't been long since the kelpie pool, has it?
Aug 10, 2016 1:50 pm
As the door flops open an arrow slams into Eithne's body (15 vs AC, 7 damage) from a grizzled man with a bow standing ten paces back from the door. The room inside is a ten foot square, with a dinning table in the corner across from the door you opened. Beside the dining table is another closed wooden door. As the arrow strikes Eithne, the shutter on the wall to your side opens and a woman shouts arcane words pointing gnarled fingers at you before slamming the shutter closed (everyone make a DC 12 Con save).

Before you can react, a woman races across the room, opens the far door and slips into the room beyond - closing the door behind her. The man drops his bow, and arms himself with sword and shield, then readies for your approach.
OOC:
If you fail your save you spend your action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.

It's your turn -- if you need a map let me know and I can make one for you
Aug 10, 2016 3:29 pm
Taris feels sick to his stomach and bends down to retch and gag on the floor.
Last edited August 10, 2016 3:47 pm

Rolls

Con Save - (1d20+1)

(6) + 1 = 7

Aug 10, 2016 3:52 pm
OOC:
Rolling CON, with advantage for dwarven saves vs poison

If I cast Lesser Restoration on Taris, would that allow him to act this turn?
Last edited August 10, 2016 3:55 pm

Rolls

CON save, Advantage - (1d20+1, 1d20+1)

1d20+1 : (15) + 1 = 16

1d20+1 : (10) + 1 = 11

Aug 10, 2016 10:13 pm
Seeing Taris start to retch Tolvaj can feel his own stomach start to churn but somehow manages to keep things under control. "What is that?"
Last edited August 10, 2016 10:14 pm

Rolls

Constitution Save - (1d20+2)

(14) + 2 = 16

Aug 10, 2016 11:55 pm
Quote:
Creatures that don’t need to breathe...automatically succeed on this saving throw
OOC:
Water Breathing: The octopus can breathe only underwater.
Hold Breath: While out of water, the octopus can hold its breath for 1 hour.
Tentacles:Melee Weapon Attack: +5 to hit, reach 15 ft., one target.
Hit: 2d6+3 bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.
Eithne charges the man, her tentacles flailing.

Rolls

Tentacles: attack, damage - (1d20+5, 2d6+3)

1d20+5 : (17) + 5 = 22

2d6+3 : (36) + 3 = 12

Aug 11, 2016 12:08 am
Eithne charges at the man, slamming into his chest with her tentacles and making him stagger backwards reeling.
OOC:
Boide: Yes, I'll allow that

Man: 12 Damage
Woman: 0 Damage
Aug 11, 2016 12:59 am
Boide touches his holy symbol upon Taris's back and whispers dwarven words of hangover remedies. "Get back into it, lad!" finishes the cleric as he completes the Lesser Restoration spell.
Aug 14, 2016 2:20 pm
OOC:
Trais and Tolvaj still have turns to complete
Aug 14, 2016 2:26 pm
Garish nods his thanks to Boide before launching himself at the man who had the bow and swinging his blade at him.

Rolls

Attack - (1d20+6, 2d6+4)

1d20+6 : (1) + 6 = 7

2d6+4 : (15) + 4 = 10

Aug 14, 2016 3:04 pm
Taris' blade clangs of the man's own shield, which he manages to raised well in advance of the attack. Taris' weapon is deflect to the side, and the man prepares to lung forward in a counter-attack...
OOC:
Tolvaj
Aug 14, 2016 4:15 pm
Swinging his crossbow forward, Tolvaj takes aim at the man who is now engaged with Taris. "Incoming!" he yells, hoping Taris won't block his shot.

Rolls

Crossbow Attack / Damage - (1d20+6, 1d8+4)

1d20+6 : (8) + 6 = 14

1d8+4 : (8) + 4 = 12

Sneak Attack Damage - (2d6)

(52) = 7

Aug 18, 2016 12:52 pm
The crossbow bolt deflects off the man's shield, and he finishes the counter-attack, stabbing his blade at Taris' side (14 vs AC, 6 Damage). His attack is ineffective, however, as he struggles against the octopus that has him firmly grappled. The woman in the doorway waves her hands in the air, tracing arcane symbols, and begins chanting. Tolvaj feels a darkness trying to overtake his mind (DC 13 Wisdom save).
OOC:
Player turn

Rolls

Save vs Restrained - (1d20+1)

(11) + 1 = 12

Aug 18, 2016 1:23 pm
Reasoning that it's a danger to leave the spellcaster alone, Boide charges the doorway. Before he even takes his first step, he hurls his warhammer at the woman. After closing the distance into melee, Whelm returns to Boide's hand and he follows through with a swipe for the woman's hip.

Rolls

Throwing Whelm at spellcaster - (1d20+5, 1d8+3)

1d20+5 : (9) + 5 = 14

1d8+3 : (1) + 3 = 4

War Priest bonus attack vs spellcaster - (1d20+5, 1d8+3)

1d20+5 : (3) + 5 = 8

1d8+3 : (7) + 3 = 10

Aug 18, 2016 3:23 pm
Taris readjusts his footing to avoid the mans swing (14 is a miss!), then steps forward quickly to add power to his strike.

Rolls

Attack! - (1d20+6, 2d6+4)

1d20+6 : (7) + 6 = 13

2d6+4 : (43) + 4 = 11

Aug 18, 2016 5:01 pm
OOC:
I failed to account for the restrained condition, but because it's PbF we can easily retcon some attacks. Tolvaj had advantage, and did Taris last attack and attack this round - rolls included here

Rolls

Tolvaj Adv - (1d20+6)

(17) + 6 = 23

Taris Adv Last Round - (1d20+6)

(10) + 6 = 16

Taris Adv This Round - (1d20+6)

(14) + 6 = 20

Aug 18, 2016 5:03 pm
Tolvaj's bolt had pierced the mans shield and stuck into his forearm, pinning the shield to his body. Taris, meanwhile, hit hard with his blade.

Boide's thrown hammer hits the woman in the chest, but when he reaches her and swings, she's had stepped back to avoid the second strike.
OOC:

Man: 52 Damage, Restrained
Woman: 4 Damage
Aug 27, 2016 4:03 pm
The man shoves the octopus off of himself, and raises his shield in preparation for another series of attacks. The woman, meanwhile, disengages from the dwarf and retreats further into her room. It's a nice room, a small bed in the corner, a dresser and mirror with some perfumes, combs and burhses scattered on it... As she reaches the back corner, she suddenly stops, then shudders, and lets out a howl. Before Boide can react, the woman has grown double her size, and her clothes have been shred as she takes on the form of a half-human half-wolf hybrid.
OOC:
Player turn
Aug 27, 2016 4:55 pm
Boide's steamroll advance falters. "Right..." he mutters, watching the transformation unfold. His eyes follow the woman's height as it ascends, and he continues talking to himself. "Well, things don't look too bad... yet."

The cleric slaps the warhammer against the holy symbol on his shield, and intones the mantra, "Revel in a good fight." A shimmering field erupts from the image of crossed axes and envelops Boide in protection. He then charges, swinging with Whelm and roaring with a waver in the back of his throat.

"C'mon, pup! Let's play!"
OOC:
Bonus action to cast Shield of Faith for +2 AC, bringing it to 18.

Rolls

Whelm attack vs she-wolf - (1d20+5, 1d8+3)

1d20+5 : (10) + 5 = 15

1d8+3 : (2) + 3 = 5

Aug 27, 2016 5:38 pm
The hammer slams into the werewolf with enough force to break bones. She doesn't seem to notice. As Boide follows through, it only takes a glance at the impact point to notice that the damage caused by the hammer is fading away as sinews knit themselves back together.
Aug 27, 2016 5:43 pm
Taris follows the man's retreat from the octopus and swings his greatsword at him.

Rolls

Attack! - (1d20+6, 2d6+4)

1d20+6 : (9) + 6 = 15

2d6+4 : (66) + 4 = 16

Aug 27, 2016 5:53 pm
Eithne is about to grab the man again when she sees the woman transform. The druid reacts quickly, reverting to her natural form and hurling a handful of seeds into the air. A beam of pale moonlight stabs downward on top of the wolf creature's head.
OOC:
Moonbeam
2nd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
Duration: Concentration, up to 1 minute
A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed
in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a
successful one.
A shapechanger makes its saving throw with
disadvantage. If it fails, it also instantly reverts to its
original form and can’t assume a different form until it
leaves the spell’s light.
On each of your turns after you cast this spell, you can
use an action to move the beam 60 feet in any direction.

Rolls

Moonbeam damage - (2d10)

(75) = 12

Aug 27, 2016 5:55 pm
OOC:
Saving throw...

Rolls

Con - (1d20+2)

(13) + 2 = 15

Disadvantages - (1d20+2)

(8) + 2 = 10

Aug 27, 2016 6:50 pm
Well that was unexpected Tolvaj thinks, witnessing the women change shape before his eyes. He turns his attention back to the man and lines him up in the sites of his crossbow and pulls the trigger.
Last edited August 27, 2016 6:51 pm

Rolls

Crossbow Attack - (1d20+6, 1d8+4)

1d20+6 : (5) + 6 = 11

1d8+4 : (5) + 4 = 9

Sep 21, 2016 1:43 pm
Tolvaj's crossbow bolt deflects off the man's shield, which he raised just in time. The were-woman howls in the moonbeam as she's forced back into human form, her flesh tearing and searing under the white hot light.

The woman shoves her assailant back (disengage) and moves to the other side of the room outside of the beam of white light. The man shoves those pressing him in back with his shield (disengage) and moves into the room, and stands in front of the woman. He raises his shield and weapon protectively. Both look harried and beaten, they don't have much left in them.
OOC:
Player turn, sorry it took so long.
Sep 21, 2016 3:43 pm
Boide tucks behind his shield and presses forward, now going after the man. "Block this!" he shouts in Dwarven, hammering Whelm before him like a blacksmith upon an anvil.

Rolls

Whelm vs Man, Damage - (1d20+5, 1d8+3)

1d20+5 : (5) + 5 = 10

1d8+3 : (5) + 3 = 8

War Priest bonus attack, Damage - (1d20+5, 1d8+3)

1d20+5 : (14) + 5 = 19

1d8+3 : (2) + 3 = 5

Sep 21, 2016 3:58 pm
Taris paces the man backward, taking a couple more swings with his Greatsword.

Rolls

Attack 1 - (1d20+6, 2d6+4)

1d20+6 : (3) + 6 = 9

2d6+4 : (43) + 4 = 11

Attack 2 - (1d20+6, 2d6+4)

1d20+6 : (13) + 6 = 19

2d6+4 : (12) + 4 = 7

Great Weapon Master re-rolls - (2d6)

(33) = 6

Sep 21, 2016 4:00 pm
Boide's strike shatters the mans shield, giving Taris a wide opening to nearly split him in half with a heavy swing from his weapon. As he falls to the ground in a heap, the woman lets out a scream and her body starts to shift again.
OOC:
The man is dead.
Sep 21, 2016 11:01 pm
"Enough is enough"

Dropping his crossbow Tolvaj quickly draws his sword. Rushing towards the woman, he hurdles the now dead man, and jabs his blade towards her chest. As he withdrawals his blade his other hand comes up, the click of his hand crossbow signaling its use.
OOC:
Adding CH damage.
Last edited September 21, 2016 11:02 pm

Rolls

Short Sword Attack / Damage - (1d20+6, 1d6+4)

1d20+6 : (20) + 6 = 26

1d6+4 : (2) + 4 = 6

Hand Crossbow Attack / Damage - (1d20+6, 1d6+4)

1d20+6 : (13) + 6 = 19

1d6+4 : (2) + 4 = 6

Critical Hit Damage - (1d6)

(1) = 1

Sneak Attack - (2d6)

(44) = 8

CH Sneak Attack Bonus - (2d6)

(41) = 5

Sep 21, 2016 11:06 pm
OOC:
You also get sneak attack damage, plenty of foes of the target are within 5 feet of the target
Sep 21, 2016 11:13 pm
OOC:
Added to the original post. Wasn't sure where everyone was at.
Sep 21, 2016 11:18 pm
OOC:
I'm nuts... for some reason, I thought we were level 5 and rolled for two attacks. I should have only made one and I apologize for that.

Also, Tolvaj, don't forget to double the sneak attack damage on a crit!
Sep 21, 2016 11:28 pm
Tolvaj' stabs the woman and shoots a crossbow bolt into her face. She screams in pain, and in the midst of transformation begins to start chanting arcane words...
OOC:
Eithne is up!
Sep 22, 2016 12:56 pm
Eithne relocates her moonbeam over the woman, who screeches and stops transforming as the burning white light descends upon her. Within her painful screeches she manages to get out a few words of a spell and a writhing black mass of tentacles bursts forth from the ground beneath her. The tentacles begin to pull her into their blackness, and reach out to grasp onto the rest of you.
OOC:
The spell fills the entire room, so you are all subject to its effects. You will take 2d6 cold damage at the start of your turn, and the room is now in full darkness (disadvantage on attacks) (also player turn):

Hunger of Hadar
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherwordly tentacles rub against it.
Sep 22, 2016 3:49 pm
Growling against the sudden cold and darkness, Taris charges to where he knows the woman to be, swinging his sword mightily at her.
OOC:
Is the woman also blinded by the darkness? If that's the case then our attacks have advantage on her, negated by the disadvantage by us being blind too. That would make our attacks just a straight roll

That'll be 21 damage if I hit :)

Pretty sure I made my save, too
Last edited September 22, 2016 3:51 pm

Rolls

Beginning round cold damage - (2d6)

(53) = 8

Attack! - (1d20+6, 1d20+6, 2d6+4)

1d20+6 : (17) + 6 = 23

1d20+6 : (9) + 6 = 15

2d6+4 : (56) + 4 = 15

Divine Smite (if I hit) - (2d8)

(33) = 6

End of round cold damage - (2d6)

(51) = 6

Dex save - (1d20+2)

(17) + 2 = 19

Sep 22, 2016 3:56 pm
"I liked you better as a dog!" comes Boide's voice from within the dark. Shield up, he swings Whelm low for where he thinks the woman's knees are.

EDIT to add:

Losing his Shield of Faith, the dwarven cleric prays for Clanggedin's Axe to chop through this blasphemous black.
OOC:
Bonus Action to cast Spiritual Weapon, which attacks the woman
Last edited September 22, 2016 4:00 pm

Rolls

Cold damage - (2d6)

(15) = 6

Concentration for Shield of Faith, War Caster advantage - (1d20+1, 1d20+1)

1d20+1 : (2) + 1 = 3

1d20+1 : (3) + 1 = 4

Whelm attack, disadvantage, damage - (1d20+5, 1d20+5, 1d8+3)

1d20+5 : (5) + 5 = 10

1d20+5 : (20) + 5 = 25

1d8+3 : (6) + 3 = 9

Dexterity save, 2d6 acid - (1d20, 2d6)

1d20 : (20) = 20

2d6 : (52) = 7

Spiritual Weapon attack, disadvantage, damage - (1d20+5, 1d20+5, 1d8+3)

1d20+5 : (15) + 5 = 20

1d20+5 : (12) + 5 = 17

1d8+3 : (1) + 3 = 4

Sep 22, 2016 4:05 pm
OOC:
Yes, you are right Naat that her being blind makes it all a wash. You're all flailing in the dark. The save DC for the end of turn dex save is 14
Sep 22, 2016 4:07 pm
Boide's hammer hits her knee with a loud crack! at the same time as Taris' divinely charged blade slices through her neck and lops her head clean off. The darkness suddenly subsides as the tentacles are no longer held to the realm by her chanting. The lighting of the room returns to normal, dim, and two bodies lay on the floor at your collective feet.
OOC:
Battle over!
Sep 22, 2016 4:11 pm
Boide blinks, suddenly aware of everyone's position and especially the greatsword above his head. Bumping Taris with his shield, the dwarf chuckles, "Lucky fer you I got the height advantage."
Sep 22, 2016 4:20 pm
Taris chuckles, "Yeah, I probably should have paid more attention there in the dark, huh? Great teamwork, though."
Sep 22, 2016 4:32 pm
"How is everyone?" asks Boide, ignoring the room for now to concentrate on his companions.
OOC:
Boide is at 28/34, no 2nd-level spells remaining
Last edited September 22, 2016 4:33 pm
Sep 22, 2016 11:24 pm
"I don't think I'm bad off" Tolvaj answers as he checks his equipment and retrieves his crossbow.
OOC:
EDIT: BALLS!!!

19/31 HP - 4/4 HD to use.
Last edited September 22, 2016 11:25 pm

Rolls

Cold Damage - (2d6)

(66) = 12

Sep 24, 2016 7:23 pm
As the otherworldly tentacles flail at her Eithne grunts but maintains control of the moonbeam. It is unnecessary, however, as their foes fall before her companions' weapons.
Last edited September 26, 2016 11:49 pm

Rolls

Cold damage taken from Hunger of Hadar - (2d6)

(34) = 7

Concentration check to maintain Moonbeam (advantage from War Caster) - (1d20+2, 1d20+2)

1d20+2 : (2) + 2 = 4

1d20+2 : (17) + 2 = 19

Sep 28, 2016 7:17 am
Boide intones a prayer to the Silverbeard, praising the battle prowess of his companions and administering his blessing to heal their wounds.

"Let's see what these two were so keen on guarding," says the dwarf after his prayers are complete, and he inspects the room.
OOC:
Using 1 Cure Wounds on Tolvaj. If we're taking a long rest after this, I'll use up the remaining 3 spell slots for anyone else, including myself.

Rolls

Cure Wounds on Tolvaj HP - (1d8+3)

(1) + 3 = 4

Perception - (1d20+3)

(1) + 3 = 4

Oct 12, 2016 4:33 pm
Boide skims the room, but notes only that it appears to be a living chamber. The furniture giving that away.
Oct 12, 2016 4:37 pm
"Should we rest here, then?" asks Boide, ready with another Cure Wounds for those that need it.
Oct 12, 2016 4:39 pm
"That might be a good idea, it seems like it would be safe in here, though we may want to take care of the bodies first,"
Oct 12, 2016 4:45 pm
"Eh, you're probably right." Boide steps over to the corpses and begins a quick funerary rite. "Lie in peace, even though you bloody well tried to kill us and thought that settling down in this dump was a good idea. And you're not dwarves, so it's not like Clangeddin's gonna show you any favor, but you were brave, so do right in the afterlife and maybe he'll put in a good word for ya."
Oct 12, 2016 4:50 pm
Eithne examines the room, picking things up and sniffing them.
OOC:
I'm tempted to have her mark her mark territory, but let's not go there! :-P She could use one of those heals.

Rolls

Investigation - (1d20+1)

(4) + 1 = 5

Oct 12, 2016 4:52 pm
Boide obliges the druid with divine healing.

Rolls

Cure Wounds on Eithne - (1d8+3)

(3) + 3 = 6

Oct 12, 2016 4:53 pm
OOC:
Is that three votes for a rest? Majority rules.
Oct 13, 2016 12:23 pm
You move the corpses out into the hall with the rotating drum, then close the door to their chambers and bunk in for a few hours. After 6 hours you feel rested, and as refreshed as you can staying in a werewolves den. After all, nothing you did could stifle the smell.
OOC:
Long rest for all of you
Oct 13, 2016 2:11 pm
Candi says:
After all, nothing you did could stifle the smell
OOC:
Maybe Eithne should've marked territory after all LOL!
Oct 13, 2016 4:09 pm
"So, honest question," begins Boide. "Would werewolf haunch taste like human, or a dog?" While he waits for an answer, Boide checks to see if there are other doors besides the one leading to the rotating drum.
Oct 13, 2016 11:13 pm
"Depends on how it is prepared. You see, if you...." Tolvaj starts, before quickly changing the subject. "Good idea, checking for other doors. I'll help."
Oct 14, 2016 1:32 pm
Boide and Tolvaj confirm this is a dead end.
Oct 14, 2016 3:41 pm
"Back out into the hallway, I guess," says Boide. "Maybe there's a door we missed." The dwarf exits the room to inspect the area beyond.
Last edited October 14, 2016 3:41 pm
Oct 21, 2016 5:12 pm
OOC:
Adding perception roll to inspect area outside the residence.

Rolls

Perception - (1d20+3)

(15) + 3 = 18

Dec 28, 2016 11:26 pm
Searching the hallway with the rotating drum of now smoking oil Boide finds no evidence of a secret door or passage. This appears to have just been the room and domain of the werewolf and her guardian. Heading back down the rotating drum and to the main passage, Boide notes that to the left would bring them back to the water filled room with the kelpie's, but to the right the passage continues onward into the unknown.
Dec 28, 2016 11:31 pm
"Ah, probably this way, then," says Boide, pointing out the direction to the others. He hefts his shield and proceeds down the passage.
Dec 28, 2016 11:43 pm
Tolvaj will follow closely behind Boide.
Dec 28, 2016 11:44 pm
Thirty feet of splashing down the corridor through the ankle deep water that, at this point, you've stopped noticing, you reach a barrier. The corridor north is totally blocked by a metal wall which is six inches thick. A rectangle hole two feet wide and six feet tall has been cut into the metal wall, the bottom of the hole is two feet above the ground. A plate of metal covers this hole on the north side (you are on the south side). Massive bolt and rivet heads stud the wall and metal plate.
Dec 29, 2016 2:33 am
"I don't think the hammer can knock this one down," says Boide. He taps Whelm against the metal as if the impromptu knocker will slide the wall aside.
Dec 29, 2016 4:28 am
"Dig around, maybe?" Eithne says, sniffing around the door frame.
Dec 29, 2016 7:03 am
Boide nods. "Certainly worth a try. Just don't bring the ceiling down on us."
Dec 29, 2016 11:55 am
The floor and walls are made of hewn stone. It is difficult to tell if the metal barrier, metal plate inside the door-shaped hole, or the walls, would be more difficult to dig or carve your way through.
Dec 29, 2016 3:58 pm
Boide tries sticking his hand into the 2'x6' rectangular hole, and pushing against the metal.
Dec 29, 2016 4:07 pm
OOC:
How hard are you pushing? Just testing it, or a good heave? If a good heave, make a str roll.
Dec 29, 2016 4:11 pm
Boide squares his body behind his arm to give more weight to his push, a solid heave to try and force open the barrier.

Rolls

Strength! - (1d20+1)

(20) + 1 = 21

Dec 29, 2016 4:25 pm
Taris stands behind the dwarf, waiting to see if his attempt to force it will work.
Dec 29, 2016 4:33 pm
Eithne, who has been studying the walls and floor wondering if she can use her magic to tunnel around the door, stands back as Boide gives the door a mighty push.
Dec 29, 2016 6:55 pm
The door is firmly held in place, but, with a grunt and strength he didn't know he had, Boide manages to get it to slowly grind open. He has to keep heaving on it for what feels like minutes, and slowly but surely the door is opened. Ahead is another ten foot corridor that ends with a wall of metal identical to the one you just pushed through - inset metal door included. The floor here is dry, the water kept at bay by the metal bulwark.
Dec 29, 2016 6:58 pm
Boide's pride falls as yet another barrier is revealed. With a grunt, he looks on the other side of the door to see if there's a mechanism to open it.
Dec 29, 2016 7:11 pm
There is a handle on the other side of the door, but no mechanism. There are no bolts or locks. It appears that the door was just itself very heavy, and hung with a very unforgiving set of hinges.
Dec 29, 2016 7:13 pm
"Funny, ain't it? It's almost like they don't want us to go this way." Boide rotates his shoulder and catches his breath after all that exertion.
Dec 29, 2016 7:15 pm
"Perfect reason to continue on, I think" Tolvaj remarks as he moves to inspect the door.

Rolls

Investigation - (1d20-1)

(7) - 1 = 6

Dec 29, 2016 7:23 pm
Eithne touches Boide's shoulder and says something in a language the dwarf doesn't recognize.
OOC:
Casting Enhance Ability (STR). Boide now has advantage on strength checks for the next hour as long as Eithne maintains concentration.
Dec 29, 2016 7:58 pm
"Maybe you should take a rest and I should give this next one a try?" Taris suggests to the dwarf, "Wouldn't be good for you to strain yourself."
Dec 29, 2016 8:00 pm
Tolvaj's inspection reveals no more than they already knew: thick metal, designed not to be opened easily. Given the placement of the handles it seems clear that their design is to make passage from the direction they are travelling difficult.
Jan 3, 2017 4:05 pm
Taris pushes against the door, trying to open it.

Rolls

Strength Check (Advantage if Eithne changes the target of her spell) - (1d20+4, 1d20+4)

1d20+4 : (7) + 4 = 11

1d20+4 : (8) + 4 = 12

Jan 3, 2017 4:39 pm
OOC:
Yeah I thought Boide would reattempt it. If I'm allowed to change my target then yeah I'll cast it on Taris instead since he's trying the door.
Last edited January 3, 2017 5:24 pm
Jan 3, 2017 5:03 pm
OOC:
Target Taris instead, since he's got the better Strength.

Y'know, for a half-elf.
Last edited January 3, 2017 5:04 pm
Jan 3, 2017 10:01 pm
OOC:
I'll allow the change, it all kind of happened at once!
Taris leans into the next door, but is unable to make it so much as budge.
OOC:
You could fit two of you in there if a character wanted to assist. When assisting you make a test against DC 10, if you succeed you add +2 to the primary check result - at least that's how I'm ruling it. I am not sure if that's the actual assist rule.
Jan 3, 2017 10:38 pm
"Here lad, let's put your back into it. Push with your legs!" says Boide, attempting to help Taris open the door.
Jan 4, 2017 12:42 am
OOC:
Boide and Taris, both make another check please :)
Jan 4, 2017 12:52 am
Boide grunts as he heaves against the door.

Rolls

Strength Check - (1d20+1)

(9) + 1 = 10

Jan 4, 2017 1:00 am
OOC:
strength!

Rolls

Strength - (1d20+4)

(13) + 4 = 17

Jan 4, 2017 3:10 am
Taris and Boide lean into the door and throw as much of their collective weight behind it as they can... it takes some effort, but they manage to make it budge, and once it gets moving they keep the pressure up and the door grinds open. On the other side is a third metal barrier with an inset door, identical to the two you have just forced your way through.
OOC:
The effort leaves Taris feeling worn, you take a level of exhaustion

Rolls

Taris' Advantage - (1d20+4)

(13) + 4 = 17

Jan 4, 2017 7:36 am
"By Clangeddin's hoary nethers, does this ever end?" complains Boide.
Jan 5, 2017 10:23 pm
Taris breathes hard, having strained some muscles from the last door, "I hope it ends soon, I can't do that much more."
Jan 5, 2017 10:29 pm
"Let's see if this one's easier to open," mutters the dwarf. Boide touches a hand to his chest in prayer, then smacks his forehead before trying to force the door.
OOC:
Casting Guidance upon myself

Rolls

Strength, Guidance - (1d20+1, 1d4)

1d20+1 : (17) + 1 = 18

1d4 : (4) = 4

Jan 6, 2017 3:44 pm
Boide leans into the metal door and, somehow, manages to shove it open on his own - the guidance of the divine surely aiding him in doing so. Beyond you are relieved to see there are no further doors. The floor in the corridor ahead is again wet - ankle deep in scummy water. The stone walls continue for about twenty feet beyond the metal bulkhead, then beyond that appears to be a cavern.
Jan 6, 2017 3:53 pm
Impressed by Boide's strength, Taris claps him on the shoulder and leads the way forward to the cavern, taking a moment to invoke his Divine Sense to detect anything in the next room before he enters.
OOC:
Divine Sense: The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
Jan 6, 2017 4:53 pm
Twenty feet north of the third metal wall, the corridor enters a vast cavern, opening out onto a ledge. The corridor continues out onto the ledge, but there the walls no longer are made of stone. Instead, they seem to be made of some invisible substance, transparent as glass when faced straight on, yet silvery when seen from an angle. The corridor shape is no longer square, but is domed, as though a series of invisible hoops were supporting it. The corridor is very warm.

The corridor occupies the central part of the ledge, which apparently projects from high above the floor in a very tall cavern. Silvery gloves rise from the floor of the cavern, apparently far below, float slowly past the ledge, and disappear into the flat, silvery ceiling about 50 feet overhead. Those of you who've seen an aquarium recognize those globes as bubbles. The invisible substance is holding back water that fills the cavern from flooding into the corridor. Forty feet ahead of you the corridor widens, and you can make out the silhouette of a large hulking shape sitting in the middle of a round platform at the corridor's end.

Taris detects no evil.
OOC:
Hopefully that description was clear!
Jan 6, 2017 5:26 pm
Boide tentatively reaches out to touch the surface of the transparent wall with his hand, wondering what sort of craftsman could have constructed such a thing.
Jan 6, 2017 5:55 pm
Eithne sniffs the air, trying to identify the sitting creature.
Jan 6, 2017 8:09 pm
Boide gently touches the 'wall' and finds it to be a rubbery skin, that uncomfortably warms his hand as it touches it. Where his hand touches it, it immediately becomes taut, but relaxes when the dwarf stops putting pressure on it.
OOC:
Perception check Eithne
Jan 7, 2017 4:29 am
*sniff, sniff*

Rolls

Perception - (1d20+4)

(14) + 4 = 18

Jan 7, 2017 1:16 pm
It smells like seafood. A crustacean perhaps. *sniff sniff*. Oh yes. Certainly. Smells like crab.
Jan 7, 2017 5:01 pm
More than a little uncomfortable in these surroundings Tolvaj urges the others forward. "Stop poking at it!" he growls at Boide "Whatever that is, it's keeping us from a swim and I've had more than enough of that recently."
Jan 8, 2017 5:56 pm
"Big crab." Eithne says, pointing at the thing in the middle of the platform.
Jan 9, 2017 7:13 pm
Boide removes his hand from the wall. "That's fine, but what's the other thing?" he asks, believing that the large shape cannot possibly be the crustacean in question.
Feb 15, 2017 4:40 am
Eithne speaks a word, and the huge crustacean is outlined in pale, flickering light.
OOC:
Casting Faerie Fire.
Mar 6, 2017 2:28 am
"That..." begins Boide, "that's a big crab."

He coughs and collects himself. "So. We have to go around it?"
Mar 6, 2017 3:54 am
woof! (translation: "Looks like it.")
Mar 7, 2017 2:13 pm
OOC:
What's the range on Faerie Fire?
Mar 7, 2017 6:40 pm
Eithne rushes towards what she is sure is a crab, causing a film of glowing fire to form around it once she is near enough. It is from there that she notes it is, indeed, a giant crab. It sits in the middle of a circular platform, the hot film-like walls of the corridor extending out into a large dome around it. There is about ten feet of space between the crab and the walls. A metal bracelet of some kind with a large precious stone embedded into it is clipped onto each of the creatures claws. A trident lays on the platform beneath the massive creature.
OOC:
Combat time. Party wins init -- you're all up first, including Eithne
Mar 7, 2017 7:03 pm
OOC:
I assume it's now hostile and moving to attack us?
Mar 7, 2017 7:14 pm
Taris rushes forward at the crab, putting his whole body into attacking the large crustacean. He pushes out divine energy through his blade, radiant light assaulting the creature.
[ +- ] Status
Last edited March 7, 2017 7:16 pm

Rolls

Attack! - (1d20+6, 2d6+4)

1d20+6 : (17) + 6 = 23

2d6+4 : (35) + 4 = 12

Divine Smite L1 - (2d8)

(37) = 10

Forgot advantage - (1d20+6)

(7) + 6 = 13

Mar 7, 2017 7:24 pm
Watching Taris sprint forward, Boide rears back Whelm, then throwing the warhammer at the giant crab. Even as he hurls the hammer, Boide focuses on his shield and prays to Clanggedin for assistance, which takes the shape of a spectral axe that appears next to the crab.

Rolls

Whelm vs Crab, Bludgeoning Damage - (1d20+5, 1d8+3)

1d20+5 : (12) + 5 = 17

1d8+3 : (6) + 3 = 9

Bonus Action Spiritual Weapon vs Crab, Force Damage - (1d20+5, 1d8+3)

1d20+5 : (14) + 5 = 19

1d8+3 : (8) + 3 = 11

Advantage Whelm (Faerie Fire) - (1d20+5)

(13) + 5 = 18

Advantage Spiritual Weapon (Faerie Fire) - (1d20+5)

(6) + 5 = 11

Mar 7, 2017 10:18 pm
Waiting until Taris is engaged with the giant (and likely tasty) crab, Tolvaj takes careful aim with his crossbow and pulls the trigger.

Rolls

Crossbow Attack - (1d20+6, 1d8+4)

1d20+6 : (16) + 6 = 22

1d8+4 : (4) + 4 = 8

Sneak Attack Damage - (2d6)

(13) = 4

Mar 9, 2017 10:06 am
Eithne stalks forward, touches her palm to the ground, and speaks an incantation. The ground ripples from her splayed fingers towards the monstrous crab, and a boulder almost as tall as a man thrusts up from the surface of the bridge underneath the crustacean, threatening to flip it onto its back (or off the bridge?!).
Last edited March 9, 2017 10:07 am

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