Edit: Also, was anyone carrying a light source? Lantern, torch, glowing spear, anything?
Chapter Four: The Manifest of the Harikan Squall
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Edit: Also, was anyone carrying a light source? Lantern, torch, glowing spear, anything?
If we need light after the door slams, he will cast it on the altar.
The door slams shut, and before any of you can react, you hear a loud thump on the other side of it.
All of you feel a bitter chill as the temperature in the shrine abruptly drops.
A faint, wet, whispery sound starts to emanate from the walls.
Edit: Each of you takes cold damage as indicated below. We might retcon Leth as being back at the Gahmez estate if he doesn't show up to post during the shrine excursion, though.
Rolls
Mordred cold damage - (2d6)
(66) = 12
Domarc cold damage - (2d6)
(44) = 8
Zangua cold damage - (2d6)
(12) = 3
Felor cold damage - (2d6)
(51) = 6
Leth cold damage - (2d6)
(24) = 6
Rolls
Strength Check - (1d20+4)
(3) + 4 = 7
Enhance Ability
2nd level transmutation
Duration: Concentration, up to 1 hour.
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
Eagle’s Splendor. The target has advantage on Charisma checks.
Fox’s Cunning. The target has advantage on Intelligence checks.
Owl’s Wisdom. The target has advantage on Wisdom checks.
"Get back, Zangua!" Mordred casts Fire Bolt on the door.
Rolls
Attack roll against door? - (1d20+3)
(10) + 3 = 13
Damage - (1d10)
(1) = 1
The pressure in the air changes and you all start to feel a slimy yet abrasive wriggling sensation against whatever skin you have left exposed. Everybody make a Dexterity saving throw!
Rolls
Dexterity save - (1d20+2)
(19) + 2 = 21
Strength check, Advantage - (1d20+4, 1d20+4)
1d20+4 : (19) + 4 = 23
1d20+4 : (15) + 4 = 19
Zangua escapes further damage, but Domarc takes acid damage as rolled below. Still need a saving throw from Mordred; I'll roll for Felor for now and if Leth doesn't show up in time to roll he's officially back at the estate and not on this excursion.
Edit: Felor is unharmed as well.
Rolls
Domarc acid damage - (2d6)
(11) = 2
Felor DEX saving throw - (1d20+1)
(19) + 1 = 20