Creepers and vines cling to the walls of this corridor, at the end of which is an arched crystal window, six feet wide and ten feet high. Through it, you can see a dark chamber.
Chapter 2: Rotten Halls
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Creepers and vines cling to the walls of this corridor, at the end of which is an arched crystal window, six feet wide and ten feet high. Through it, you can see a dark chamber.
"Watch out for this and that plate." - Zean shows others how to bypass the triggers for the trap and tosses it's used darts to mark them in case they will have to backtrack fast.
"In darkness, it hides. Don the mask or be seen." - he repeates the riddle out loud for him and his companions - "This mouth looks strange. Vatoris - you think there is something magical about it? Friends... do you see any masks here? The little... guy had some kind of mask on him walking next to this mouth... didn't it? I don't think it was coincidence..."
Noticing the darkness encroaching around them he picks a few small rocks off of the ground. Pulling out a small vial he pours some liquid into his palm. Rubbing the liquid onto the rocks they begin to softly glow.
Walking over to the grate of water he drops one of the glowing rocks down the grate. He tosses another into the Devilish mouth.
The last he holds out for who ever wants it. "This will glow until I turn it off. Anyone want it?"
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
The other rock disappears into the blackness of the mouth (the magical darkness suspend the light of the object). You never hear it dropping on the floor.
Ixion evaluate that sculpted devil's mouth is wide enough for a Medium or smaller creature to crawl through and get into the the cavity behind the devil's mouth
The grate bars are spaced widely enough that a Small creature can squeeze through them (in case you are considering that)
Naming it with such glorious name: he sees as some king of inside-joke, as it doesn't have any other special qualities other then looking interesting. But... in the same time... maybe there is some hidden quality in it? At least Zean makes sure, that is never obvious to his enemies...
With two sources of light Zean carefully walks towards the crystal window to their west - in order to check if there can be seen what is other side. He also checks how stron the window's crystal is and if it could be broken... just in case.
Six desiccated corpses slump on thrones in niches along the walls. Each corpse wears a black mask made of papier-mâché and feathers. An arched crystal window to the east offers a view of the tunnel beyond.
The crystal window seems to be what it is a solid crystal window. It is hard to tell if it would break until you try to break it. But since Vatoris don't sense any magic around it you guess it could be possible to break
Ixion went to the demon face and peered in(to what was for everyone else the darkness).
"We mean you no harm. Are you safe in there? Do you need help?"
Rolls
Persuasion - (1d20+9)
(19) + 9 = 28
Is it an illusion? Ixion probably wonder
I follow Vatoris towards the grand chamber.
"In darkness, it hides.
This line is probably about this face that Ixion is talking about. As is it only "darkness" that hides the face, you think we could throw a pebble in there, tto be sure it is illusion? With proper distance from it of course." - he adds with a smile.
"'Don the mask or be seen.' - in that chamber there were skeletons with masks on their heads. And a metal board with many eyes on it... So probably we shouldn't go there without the mask... or... we should take the masks from those sleeping corpses and use it later... what you think about it?"
Then he notice that Ixion is already going further to the big chamber and while still waiting for other's comment about his thoughts - he haste his steps, going in Ixion direction: "Whatever happens here, I don't think we should separate."
Okay then, I am going to hit this
Then he takes his Maul and starts to try and break the Crystal window
Rolls
Maul to hit1 - (1d20+8)
(17) + 8 = 25
Maul to hit2 - (1d20+8)
(12) + 8 = 20
Maul damage1 - (2d6+4)
(23) + 4 = 9
Maul damage2 - (2d6+4)
(66) + 4 = 16
A grand chamber opens ahead, fifty feet across and plunging down into darkness below. A stone balcony winds around the walls to connect four archways. Other balcony levels are visible below, with corridors radiating off in all directions. To the north, a stone staircase descends to the lower levels.
Next moment you hear sound of braking crystal as Throgin breaks the window in no time.
"Not alone, Tink. Masks first, then we pursue together," Ixion suggested as he rushed back to Thunderfist.
"And we shouldn't go in here until it's checked out with arcane senses, Fist."
magic-smagic. Let us see what is inside here
He then walks into the room and takes a closer look at the sarcophagus
Rolls
Perception - (1d20+4)
(3) + 4 = 7
Meanwhile Zean and Ixion rushes back to their barbarian friend to see how he enters the chamber stepping over the broken crystal...
As Throgin moves toward the sarcophagus all 6 corpses slumped on the thrones rise and attack barbarian, drawing their longswords
Rolls
corpses initiative - (1d20+2)
(18) + 2 = 20
After roll edit: lol... looks like I should have got back to Throgin sooner :)
In battle | D crawl |
Reaction used 0 | Always ON: Resistance |
Holding shield 1 | Inspiration: 1 |
Health: 57 / 57 | AC: 19 |
Rolls
Initiative - (1d20-1)
(2) - 1 = 1
Rolls
Init to win it! - (1d20+2)
(18) + 2 = 20
Rolls
Initiative - (1d20+1)
(2) + 1 = 3
Vatoris is surprised first turn.
Ixion rushed to the edge of the shattered crystal, and aimed his treasured longsword at the nearest undead.
"Slahaną!" he incanted as two streaks of force erupted from glowing Blæcsæx!
Now all he could do was fend off the ghastly ghouls with his trusted shield, Rꜵshilde, until reinforcements arrived!
Bonus Action: None.
Action: Eldritch Blast x2 at the bottom right walking corpse!
Rolls
Eldritch Blast attack, force damage - (1d20+9, 1d10+5)
1d20+9 : (5) + 9 = 14
1d10+5 : (4) + 5 = 9
Eldritch Blast attack, force damage - (1d20+9, 1d10+5)
1d20+9 : (13) + 9 = 22
1d10+5 : (8) + 5 = 13
All 6 corpses surrender Throgin as if moving in unison (unlike usual undead, they seem to be guided by single mind), one even get up on the sarcophagus, but his leg slips when he try to attack.
Rolls
Acrobatics to keep fighting while on sarcophagus - (1d20+2)
(6) + 2 = 8
Longsword to hit, 4 attacks - (1d20+4, 1d20+4, 1d20+4, 1d20+4)
1d20+4 : (6) + 4 = 10
1d20+4 : (11) + 4 = 15
1d20+4 : (14) + 4 = 18
1d20+4 : (16) + 4 = 20
Bite to hit, 4 attacks - (1d20+4, 1d20+4, 1d20+4, 1d20+4)
1d20+4 : (9) + 4 = 13
1d20+4 : (9) + 4 = 13
1d20+4 : (8) + 4 = 12
1d20+4 : (17) + 4 = 21
Longsword damage (x2) - (1d10+2, 1d10+2)
1d10+2 : (2) + 2 = 4
1d10+2 : (2) + 2 = 4
Bite damage - (1d6+2)
(4) + 2 = 6
Enemy taken 22 points of damage is shown on the map
Round 1: Vatoris, Ixion , Enemy, Tinkara, Throgin, Zean
Round 2: Vatoris, Ixion , ...
Since this is PbP, please don't wait for your exact turn: Throgin, Zean, Vatoris, Ixion post your turns in any order I will resolve then in initiative order (if you happen to attack creature dead by your turn and there is no obvious alternative target I will ask you to repeat your turn)
Action: Attacking twice with my longsword +1.
Rolls
Longsword +1 attack, damage - (1d20+10, 1d8+6)
1d20+10 : (18) + 10 = 28
1d8+6 : (5) + 6 = 11
Longsword +1 attack, damage - (1d20+10, 1d8+6)
1d20+10 : (7) + 10 = 17
1d8+6 : (6) + 6 = 12
Rolls
Arcana check - (1d20)
(6) = 6
Lets see how you like fire!
Rolls
Firebolt to hit - (1d20+8)
(6) + 8 = 14
Firebolt damage - (2d10)
(83) = 11
Getting flat against the wall for better cover and to hide himself from view the blue gem on his right hand begins to glow and charge full of energy. Getting in range he fires a burst of electric energy at one of the undead attacking Throgin. A second shot shoot burst out of the gem with not as much energy behind it.
BA Hide,
Action 2x Lightning Launcher attacks
Rolls
Lightning Launcher (Sneak+Boost) Dex Based Attack (advantage) - Damage - (2d20H1+8)
(142) + 8 = 22
Lightning Launcher (Sneak+Boost) Dex Based Attack - - (4d6+4)
(3642) + 4 = 19
Stealth(adv) (advantage) - (2d20H1+12)
(1118) + 12 = 30
Lightning Launcher Dex Based Attack - Damage - (1d20+8)
(14) + 8 = 22
Lightning Launcher Dex Based Attack - - (1d6+4)
(4) + 4 = 8
He then starts taking swings at the undead in front of him.
Action: attack with maul. Reckless attack.
When you enter your rage, you can choose one weapon that you are holding and infuse it with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.
While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to another one from the damage type options above.
Edit: almost forgot strike of the giants. Additional 1d4 on first hit
Cloud Strike. The target takes an extra 1d4 thunder damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell.
The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.
You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Rolls
Maul to hit (advantage) 1 - (2d20H1+8)
(21) + 8 = 10
Maul to hit (advantage) 2 - (2d20H1+8)
(92) + 8 = 17
Maul with EC damage 1 - (3d6+6)
(412) + 6 = 13
Maul with EC damage 2 - (3d6+6)
(243) + 6 = 15
Menacing attack 1 - (1d8)
(3) = 3
Menacing attack 2 - (1d8)
(3) = 3
Reroll 1 - (2d6)
(15) = 6
Reroll 2 - (1d6)
(6) = 6
Strike of giants - (1d4)
(1) = 1
Secret Roll
Also please double check my math: 10 to hit is too low, so only the second attack hits. It does (2 6+4+3) + 6 +2 and and 3 more of Menacing. And one more from Strike of giants which I disagree to reroll. That's 25 damage.
Rolls
Wisdom save Menacing - (1d20+1)
(8) + 1 = 9
Wisdom save Cloud Strike - (1d20+1)
(6) + 1 = 7
Rolls
Constitution save - (1d20+7)
(10) + 7 = 17
Round 1: Vatoris, Ixion , Enemy, Tinkara, Throgin, Zean
Round 2: Vatoris, Ixion , Enemy, ...
"In the name of Brightest of the all Lightnings... that is always hidden in the very center of the Greatest Storm... I COMMAND YOU... BOW before... and RUN from... the purest FORCE!" - what cause the item to flash with the blinding light for just a fraction of second, but seems to bestow some of the undead with a strange, "overexposed" state of their rotting flesh and body parts.
Still reading through and understanding my spells, but for now I don't see a good one to use as bonus action, so I think that would be it for this turn! :)
P.S. I figured that - as Zean was walking so far with Resistance constantly cast on him and its duration is 1 minute - it will last for next 5 rounds. Is it ok?
In battle | D crawl |
Reaction used 0 | Always ON: Resistance |
Holding shield 1 | Inspiration: 1 |
Resistance: turns left 5/6 |
Health: 57 / 57 | AC: 19 |
In battle | D crawl |
Reaction used 0 | Always ON: Resistance |
Holding shield 1 | Inspiration: 1 |
Resistance: turns left 9/10 |
Health: 57 / 57 | AC: 19 |
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Rolls
Wisdom save - (1d20+1, 1d20+1, 1d20+1, 1d20+1, 1d20+1, 1d20+1)
1d20+1 : (9) + 1 = 10
1d20+1 : (2) + 1 = 3
1d20+1 : (20) + 1 = 21
1d20+1 : (20) + 1 = 21
1d20+1 : (9) + 1 = 10
1d20+1 : (13) + 1 = 14
Those of you in close range see that now undead obey Zean's magic and turn to run
Round 1: Vatoris, Ixion , Enemy, Tinkara, Throgin, Zean
Round 2: Vatoris, Ixion , ...
@thorsman99 I'm sorry, but I decided to put a "surprised" status on your PC, so Tinkara does not have a chance to act yet
@annex your PC see that enemy "6"is turned and about to run away, I would allow you to move and attack any other (i.e. "2" hurt but Vatoris)
Regardless, I'll move and attack 2 instead.
The rest of them are obviously not impressed: three of them turn turn flee , but two in from of Throgin attack him. One is trying to swing his sword blindly, another keep attacking with both sword and trying to bite. Luckily bite miss , but Throgin fail to avoid each of the blades
Due to rage Throgin takes halved damage: 3 and 4 accordingly
@annex I allow you to move your PC 5 feet more to ba able to attack of opportunity 1. @Pedrop Zean can attack of opportunity anyone, but only with an unarmed strike. @valdattaMadun Throgin could attack of opportunity with the maul (but no advantage, because Reckless Attack advantage is only on your turn).
Regardless please let me know IF each of you attack and which target to each of you choose: 1, 5 or 6. Because if you hit a turned undead it is no more turned and could continue fighting
I will finish enemy 1, 5 and 6 turn after hear from all 3 players
Rolls
Longsword multi attack - (1d20+4, 1d20+4)
1d20+4 : (10) + 4 = 14
1d20+4 : (20) + 4 = 24
Longsword attack advantade - (2d20h1+4)
(199) + 4 = 23
Bite attack advantage - (2d20h1+4)
(39) + 4 = 13
Slashing damage - (1d10+2)
(5) + 2 = 7
Throgin - (1d10+2)
(7) + 2 = 9
Edit: oh... I just read that you have written exactly that - that they will get back attacking us... apparently sometimes my understanding of rules is not so bad...;)
Cloud Strike. The target takes an extra 1d4 thunder damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell.
The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.
You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Rolls
Maul + EC + rage to hit - (1d20+8)
(11) + 8 = 19
Maul + EC + rage damage - (3d6+6)
(632) + 6 = 17
Strike of Giants - (1d4)
(1) = 1
Reroll for 2: Great Weapon Fighting - (1d6)
(6) = 6
Round 2: Vatoris, Ixion , Enemy, Tinkara, Throgin, Zean
Round 3: Vatoris, Ixion , ...
Everyone could post their next turn. @thorsman99 your choice - either stay with your already posted turn (and roll) or repost it.
Action: Attack
Action Surge: Attack
Bonus: Either Quick Toss at Undead 5 or Attack again if I crit on the first 4 attacks or someone goes down (will do advantage attack, and damage buff separately
attack Undead 3 until re-dead, then aiming for Undead 4
strike of giants on the first hit
Edit: Reroll damage 4 1
if the attack I get the kill, and don't need to Quick toss, no manuaver will be used.
Rolls
Maul + EC + rage to hit (advantage) 1 - (2d20H1+8)
(187) + 8 = 26
Maul + EC + rage to hit (advantage) 2 - (2d20H1+8)
(910) + 8 = 18
Maul + EC + rage to hit (advantage) 3 - (2d20H1+8)
(121) + 8 = 20
Maul + EC + rage to hit (advantage) 4 - (2d20H1+8)
(810) + 8 = 18
Maul + EC + rage to hit (advantage) 5 (potential quick toss) - (2d20H1+8)
(910) + 8 = 18
Maul + EC + rage damage 1 - (3d6+6)
(353) + 6 = 17
Maul + EC + rage damage 2 - (3d6+6)
(455) + 6 = 20
Maul + EC + rage damage 3 - (3d6+6)
(436) + 6 = 19
Maul + EC + rage damage 4 - (3d6+6)
(153) + 6 = 15
Maul + EC + rage damage 5 - (3d6+6)
(363) + 6 = 18
Maneuaver - (1d8)
(6) = 6
Strike of Giants - (1d4)
(2) = 2
Damage reroll for dmaage 4 - (1d6)
(6) = 6
Rolls
Lightning Launcher (Sneak+Boost) Dex Based Attack (advantage) - Damage - (2d20H1+8)
(1215) + 8 = 23
Lightning Launcher (Sneak+Boost) Dex Based Attack - - (4d6+4)
(6551) + 4 = 21
Lightning Launcher Dex Based Attack - Damage - (1d20+8)
(17) + 8 = 25
Lightning Launcher Dex Based Attack - - (1d6+4)
(4) + 4 = 8
Round 2: Vatoris, Ixion , Enemy, Tinkara, Throgin, Zean
Round 3: Vatoris, Ixion , ...
Rolls
Longsword +1 attack, damage - (1d20+10, 1d8+6)
1d20+10 : (17) + 10 = 27
1d8+6 : (8) + 6 = 14
Longsword +1 attack, damage - (1d20+10, 1d8+6)
1d20+10 : (3) + 10 = 13
1d8+6 : (5) + 6 = 11
OK that concludes Throgin's turn
Round 2: Vatoris, Ixion , Enemy, Tinkara, Throgin, Zean
Round 3: Vatoris, Ixion , ...
"This..."
After edit:
"I mean... your suffering..." - he adds much quieter, watching carefully if his hit... was enough to end a pitiful existence of this monster.
In battle | D crawl |
Reaction used 0 | Always ON: Resistance |
Holding shield 1 | Inspiration: 1 |
Resistance: turns left, concentration 7/10 | |
Turn undead: turns left: 8/10 |
Health: 57 / 57 | AC: 19 |
Rolls
Maul - Attack - (1d20+7)
(16) + 7 = 23
Maul - Damage(bludgeoning) - (2d6+3)
(43) + 3 = 10
turns when you hit a creature with a
weapon attack, you can cause the attack
to deal an extra 1d8 thunder damage
to the target.
Rolls
Divine Strike damage - (d8)
(6) = 6
But the battle is over in no time
Rolls
Longsword at Zean - (1d20+4)
(16) + 4 = 20
Bite Zean - (1d20+4)
(14) + 4 = 18
Damage Zean (slashing) - (1d10+2)
(5) + 2 = 7
While you are wearing heavy armor, bludgeoning,
piercing, and slashing damage that
you take from nonmagical weapons is
reduced by 3.
In battle | D crawl |
Reaction used 0 | Always ON: Resistance |
Holding shield 1 | Inspiration: 1 |
Resistance: turns left, concentration 10/10 |
Health: 53 / 57 | AC: 19 |
Holding one of the masks he gestures with it towards Vatoris:
"You think there is something magical about them, Vatoris ?"
What is this things?
Yes Heavy Armor Master applies here as the damage were non moagical
And indeed forgot to add magical scanners
I am hovering outside the entrance.
Vatoris starts casting Identify on the Mask. Once that is finished he will do the same to the magical disk...
@Smiley what is the purpose of casting identify on an object that is not detected as magical my detect magic ?
Question: what are everyone else doing dose 20 (70) minutes if anything
The phenomena is later explained by Vatoris who learned that one of the masks we trying to identify is just a mast, but the eyes on the disk have some unique magical feature - these ayes have darkvision out to a range of 30 feet. If the eyes spot any humanoids inside the tomb, it was able to awaken the undead and order to attack (at least until you destroyed them). The disk of eyes can't perceive any humanoid that dons one of the papier-mâché masks you see in this room.
Ixion took a mask even though he didn't relish wearing something previously worn by undead.
"Yeah... I have the feeling that we ALL should wear the masks before opining sarcophagus." - he looks meaningfully at the others that still don't have the mask on.
It's about 4 hours of adventuring and you still have 4 more before you start getting tired for today.
Ready as I'm going to get.
Rolls
Hit dice for health - (1d12+3)
(2) + 3 = 5
In battle | D crawl |
Reaction used 0 | Always ON: Resistance, Light |
Holding shield 1 | Inspiration: 1 |
Resistance: turns left, concentration 10/10 | HD available: 9/9 |
Health: 53 / 57 | AC: 19 |
Rolls
Second wind - (1d10+3)
(4) + 3 = 7
Secret Roll
Creature bones lie in a dusty pile within the sarcophagus that initially look like small humanoid, but the sharp teeth as well as sharp claws on both hands and feet give out it is a sort of an animal. A ring rests atop the pile. The ring radiate an aura, but I can't make it's magic school, most probably it's magic item Vatoris announce
"Hmmm... Tomb of 9 gods... you think it could be the remains of the monkey-like one?"
Rolls
Medicine - (1d20+9)
(15) + 9 = 24
Rolls
Medicine - (1d20)
(11) = 11
Laughing, I fly over to the sarcophagus and pick up the ring.
He then watches Tinkara carefully as she picks up the ring.
Tinkara, you sure want to give that ring to me first to identify what it does. If there is any power word that activate the ring I will be able to tell that.
Where next Public
Rolls
Charisma save - (1d20+8)
Ixion who see further than you in the dark shares what he see with you:
A rusting statue of a knight stands at the west end of this hall, gripping a large iron shield. Shards and flakes of rusted metal cover the floor around the statue's feet.
Rolls
Athletics (disadvantage) - (2d20L1+8)
(89) + 8 = 16
So here is the complete narrative:
The rest of you see Throgin suddenly puts his legs in front of him and expect him to fall on his back, yet he slowly steps back into the corridor as if a strong wind is pushing him away of the tunnel. He fall indeed on his back once back in tunnel.
It is only a second later that Throgin realise what just happened to him: it was his Half plate that was pulling him forward. He still feel it's pressure on the back.
Rolls
Perception - (1d20+4)
(10) + 4 = 14
Rolls
Athletics (disadvantage) - (2d20L1+8)
(102) + 8 = 10
Athletics (disadvantage) - (2d20L1+8)
(714) + 8 = 15
Besides he is on the edge of the dim light.
What does everyone do?
Looks like this is a deadend, but there is something down the other hall. A fountain with three statues. I am going to look closer down here
He will then look deeper into the hall he is in.
Rolls
Investigation - (1d20-1)
(20) - 1 = 19
As a matter of fact absence of dust in a tunnel dead end could only mean magical reasons for dust to avoid collecting on the floor of this dungeon.
The doors open into the room you recognize - the one you killed 6 undeads just an hour ago
You move back and around the balcony and enter the next wide but short tunnel: A giant stone skull crusted with moss juts out from the end of the passageway. A flame flickers within each of its eye sockets, and a view into a chamber beyond can be seen through its open jaws.
A stone sarcophagus stands at the center of the chamber you can see through the open jaws, its lid adorned with a coiled serpent carved in relief. Behind the sarcophagus, resting atop a marble pedestal, is an ornate crystal box with a small humanoid skull floating inside it.
Ixion looked around for anything to prop the jaws open or at least keep them from completely closing on anyone who crawled within.
Rolls
Perception - (1d20+4)
(6) + 4 = 10
Carved birds soar across the walls of this corridor. Blocking the passage near its northern end is a large adamantine propeller with five sharp blades.
There is a deep pit at the end of tunnel but you wouldn't see what's in the pit until you get closer.
The pit only takes the fist 15 feet of the hall so
Darkvision only allow you to have impression they are of different colors. I will provide more details as you source of light closer
Wow... you have revealed quite some of rooms! :)
"You're right Tinks, if there was another entrance to the room with undead probably there is also another for this room...
Commenting the current view:
"Hmmm... another pulling, strange object here? This time working with the force of air or wind? You think it's magical or mechanical Vatoris? I bet plates turn it on... somehow." - Zean wondered.
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
- No Vatoris felt no magic in that corridor or on propeller. I will always tell you when he does, just remember he don't feel it beyond 30 feet
- You can cast Shatter. Announce spell level, mark off a spell slot and roll the damage. I will narrate the result. Recommend you to read this for more info on damaging objects.
If there would be no stone or something heavier I think Zean would walk back to the first god's chamber and take one(or few) of the swords from slain undead.
When Vatoris throws his crowbar on top of the pile of swords propeller finally start spinning. Slow at start, it spins up to full speed in 6 seconds and keep spinning at the same speed causing strong wind to blow in the direction of chamber.
Vatoris then take away his crowbar and it takes a full minute for the blades to slow to a stop.
A deep pit opens up at the entrance to this tomb, with a stone sarcophagus resting at the bottom. A snarling monkey-like creature decorates the sarcophagus lid. Beyond the pit, three treasure chests sit on stone daises. The chest on the left is carved of black onyx, the middle chest is made of rusty iron, and the chest on the right is cast of silver and glistening with frost.
Now as you know what's inside (see DM char for full level map) do you want to make a decision
What do we do Public
I fly back to join the rest of the group.
Stairs take you down to next level.
This room smells of wine. On a checkerboard marble floor, a gilded coffin sparkles in sunlight streaming down from the chamber's vaulted ceiling, which arches twelve feet overhead. Four huge stone gargoyle heads, their mouths agape, protrude from the walls.
Three oval holes are carved into a nine-foot-wide, nine-foot-high stone door at human head height.
"I think we maybe could try to use the swords to block the skull's mouth?" - Zean asked himself and everyone around in the same time. Then he went to propeller corridor and took all swords again, and walked to stone skull and started to check if he could put swords vertically in the skull mouth, so that it will be blocked even for a second, so it would provide some more time to provide an opportunity to exit the mouth in case it would start to close. Meanwhile by doing so, he checks again carefully the skull for some additional details? Are there any paintings or carvings inside the mouth?
Slab block you reduced first time were not connected anywhere - there were only a magic that would have lifted it for you if you would solve that encounter properly
"I don't think that would work. Bummer."
Rolls
Investigation - (1d20-1)
(16) - 1 = 15
Stone skull looks solid and dense. Breaking through would be just as easy as break through the wall.
Although Zean find no paintings or carvings he does notes that the lower jaw is hinged. A stout object jammed into the skull jaw's hinge may probably hold it open.
"If you're sure it's jammed, I'll go through and take a look in the room. Not intending to touch anything though."
A maze of tiny passages is cut into the walls beyond the niches. Passages are too narrow for Medium and larger creatures to enter, and Small creatures must squeeze to traverse them.
I fly in through the hole, being careful not to touch anything, and I'll fly around the chamber to examine things more closely.
Rolls
Investigation - (1d20)
(1) = 1
Rolls
Perception - (1d20+4)
(20) + 4 = 24
@thorsman99 please confirm you still want Tinkara to be first to crawl through
Rolls
Perception - (1d20)
(7) = 7
Without going into the room or the statue Throgin will put his head at the entrance and try and listen
Rolls
Perception - (1d20+4)
(1) + 4 = 5
Rolls
Perception - (1d20+4)
(2) + 4 = 6
Rolls
History on name - (1D20)
(13) = 13
"Thro! Stand a side for a sec... please, would you!? I don't like those flames. Will try to end them." - he turns back still being hasty to the rest of his companions - "Ixion, Vatoris! You too! Clear out of this tunnel!"
Turning back to see if Throgin is on the side of the skull, near the wall, he takes a position on the opposite side, takes his Eye Of The Storm firmly in his hand and puts its bottom tip just at the top of the stone skull. He closes his eyes - visibly focusing - and careful observant could see a stream of electricity-like waves traveling from the skull, through the tip... handle... and finally into The Eye itself... making it shine even brighter for a brief moment...
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
As I don't know what is the level of the spell on the skull - the roll is for this. I presume it is rolled as spell attack? So Willpower mod + proficiency? Or only Willpower mod? For now rolling with proficiency, so: +9. If only "Spellcasting Ability" that would be +5. We can subtract it after the roll.
Subtracting one lvl 3 slot fro my sheet.
After roll, Edit: Not the best roll. Hmm... depending if it was +5 or +9 I would like to use inspiration, for this. But as I read now... it looks like it have to be declared BEFORE the roll? So probably it's too late. One remark: if I would have known it is +5 for the roll and it has to be declared before, I would certainly use inspiration for this;0
Rolls
Dispel magic roll - (1d20+9)
(8) + 9 = 17
Only Tinkara see the skull that dropped on the floor right behind sarcophagus, but everyone see the green dimlight illuminated by the skull in 15 feet radius. Tinkara see skull levitates into the air and is about to attack her.
Rolls
Skull initiative - (1d20+3)
(13) + 3 = 16
Rolls
Initiative - (1d20+2)
(4) + 2 = 6
Rolls
Initiative (advantage) - (2d20H1+1)
(36) + 1 = 7
Vatoris 22
Skull 16
Throgins 7
Tinkara 6
Zean- ??
Ixion - ??
Vatoris just as NPC will stay outside and ready his lightning launcher when he see the enemy
Rolls
Vatois: initiative - (1d20+4)
(18) + 4 = 22
Vatoris stealth (BA) - (2d20H1+12)
(147) + 12 = 26
Rolls
Initiative - (1d20-1)
(14) - 1 = 13
Round 1: Vatoris, Skull, Zean, Ixion, Throgins, Tinkara
Rolls
Tie reroll (1 Zean first, 2 Ixion first) - (1d2)
(1) = 1
Round 1: Vatoris, Skull , Zean, Ixion, Throgins, Tinkara
Round 2: Vatoris, Skull, Zean, Ixion, Throgins, Tinkara
PCs to go in turn order. For first round I would suggest we respect the order exactly as you have tog et through the stone skull mouth
Rolls
Fire Ray multiattack - (1d20+5, 1d20+5)
1d20+5 : (1) + 5 = 6
1d20+5 : (10) + 5 = 15
When [if? :)] he crawled through the small hole, he falls on the floor, supporting himself not to brake his nose on the ground. When he rises his head he sees the fling skull, that is apparently gathering its strength after last shoots at Tinkara. Zean crawls towards the sarcophagus to - hopefully - have some cover from skulls shots, shouts:
"Tinks, take cover! I will try to provide us with some more time!"
and then peeks around the corner at the skull and says an invocation of Banishment.
So as far as I understand this, I only declare casting the spell and it is skull that is rolling to resist against my Spell DC 17?
Crossing out one 4th level spell slot.
About movement: I figured it goes like this, referring to this map, a have speed of 30ft:
5 foot get near the stone skull,
10 to get on the other side and fall prone,
10 to crawl 2 squeres and try to hide on this side of sarcophagus.
And yes I'm rolling the save secretly so you don't know his charisma modifier
The skull disappears as he cast the spell
Round 1: Vatoris, Skull , Zean, Ixion, Throgins, Tinkara
Rolls
Secret Roll
Since skull is banished it may happen that we will not have a fight, but you only have a minute before skull returns to this plane so let's count every action.
Someone should remain outside if the jaw snapped shut, Ixion thought, but he also readied two force blasts should the burning skull reappear.
Readying Eldritch Blast if/for when the skull reappears.
It openes again a few seconds later. Ixion and Vatoris see flame flickers within each of its eye sockets again
Unless Zean plan to stop concentrating on banishment, will assume we are out out of initiative and you have a minute to do things. Any player who want do nothing but wait minute to finish off the creature, let me know that with a post
Tink point to where Zean made it vanish!
Then Throgin will get in a position where he could prep an attack for it to come back.
I point to the spot behind the sarcophagus where the skull was last I saw it.
If he does everyone will have chance to do they ready action before skull could act when return to this plane
WIth those words Zean walks carefully towards the last place they have seen flying skull, draws his Maul from his belt and prepares for a strike.
Zean waits for skull to reaper and is going to hit it with his Maul, but also using:
turns when you hit a creature with a
weapon attack, you can cause the attack
to deal an extra 1d8 thunder damage
to the target.
damage, you can use your Channel
Divinity to deal maximum damage,
instead of rolling.
1. One attack as ready action (note that multi-attack only work on your turn, though multi-beams of Eldritch blast does)
2. One full/normal turn
You can assume you are either in 5 feet of the location enemy appears or more - as you need it
Rolls
Maul to hit - (1d20+8)
(10) + 8 = 18
Maul damage - (2d6+4)
(55) + 4 = 14
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Rolls
Ranged Spell Attack - (1d20+8)
(17) + 8 = 25
Spell Damage - (2d8)
(76) = 13
Rolls
Eldritch Blast attack, force damage - (1d20+9, 1d10+5)
1d20+9 : (9) + 9 = 18
1d10+5 : (8) + 5 = 13
Eldritch Blast attack, force damage - (1d20+9, 1d10+5)
1d20+9 : (6) + 9 = 15
1d10+5 : (10) + 5 = 15
Rolls
Lightning Launcher - (1d20+8)
(19) + 8 = 27
Damage with sneak attack - (4d6+4)
(6345) + 4 = 22
You may ask Tinkara IC about what happened here or - if @thorsman99 want so I could make all out past private notes readable by everyone.
Regardless, to speed us up and because the stone sarcophagus isn't locked and can be opened though require DC 15 STR check, but you are not in a hurry and even of fail first time could try again, so let's say:
After the fight Zean opens sarcophagus - not without an effort. Inside, a bundle of faded cloth holds the serpentine bones of a jaculi (creature that resembled a snake). A beautiful staff rests atop these remains. The staff's head looks like jaculi's head.
After reaveling it contest he said:
"I think, the staff is for... humble cleric..." - he smiled, knowing well enough that the adjective 'humble' is not specifically good description of his character and extended his arm to take the staff.
Rolls
Cha - Save - (1d20+5)
(9) + 5 = 14
Vatoris suggests to identify stuff: Zean, if you want I can identify the staff for you next time we take a rest
I go down to the opening and climb through.
"Firends... do you remember that there was a secret passage from last sarcophagus chamber? Maybe it is here too? Let's first look for it, before risking becoming a toothpick for some stone skull, what do you think?"
Zean starts to look for secret doors on each wall of the chamber after those words. During the activity he provides another comment:
"Besides... I think the skull is only passing 2 beings before it shuts... so its the third one that triggers the jaws... I wonder if we could make it count something as being going through it?"
Rolls
Perception - secret door? - (1d20+9)
(4) + 9 = 13
I nervously fly back and forth in the hall, looking constantly for anything that might be threatening.
Zean took his time to see and check every bit of the wall to understand how/if it could be moved, but conclude that this is not a secret door after after spending enough time.
Zean and Throgin are in tomb. The rest are outside and waiting for Zean to climb out
Jaws are not jammed, Tinkara suggested to jam them with knife, but did not
Zean don't seem to be willing to climb out yet and take his looking for secret doors withing tomb
Looks like we are waiting for
- Anyone to jam the jaws
- Zean to either climb out or spend another 5 minutes or so to keep looking for ways to move what looks like a wall (as I've just described in other threads I want to allow repeated perception check rolls at a certain cost.
"If someone wants to use this to jam the jaw mechanism, I'm willing to sacrifice the blade. However, I don't want to do the jamming. Perhaps the person who did it successfully before would be the best choice."
"Hmm... this sound of insects creeps me out. You are right... better let's get moving." - Zean says preparing to crawl out through the stone skull, back from the room.
Hearing that Tinkara wants to use her own blade for jamming the jaw says, before crawling in:
"That would be a real waste Tinks! Let's better use swords of undead guardians from the first tomb. They should still be laying at the beginning of the norther corridor with a propeller. Vatoris, you think you could bring one of those and jam the jaws, before me and my Brother in Thunder will be making our daring escape?"
Longsword is still jamming the jaws.
Rolls
Perception - (1D20)
(14) = 14
If it helps here are a current situation
Tinkara see no other notable features in this tomb.
"I wander how is it attached to its axis... could it be disassembled somehow maybe? You know... taking it off the axis... makes it harmless. Maybe we don't have to destroy the whole propeller, just put the blades out of order? With precision hit in the middle? Or putting some sand between its bearing? If that doesn't work... I may try to Shatter it... or it will be a fast exercise... probably for Thorgin of hit-and-run... ?"
I fly back to the propeller and examine the hub for external controls. Buttons, levers, etc. Perhaps the slow start would allow us to run up and deactivate it? Worth a look.
Throgin runs at the propeller and hits it with his maul recklessly. After making the attacks he will retreat back.
Rolls
Maul to hit (advantage) - (2d20H1+8)
(144) + 8 = 22
Maul damage - (2d6+4)
(45) + 4 = 13
Maul to hit (advantage) - (2d20H1+8)
(111) + 8 = 19
Maul damage - (2d6+4)
(24) + 4 = 10
"Hey! Give a girl a chance to get out of the way, will ya?"
Adamantine... say Vatoris impressed by object durability.
STR Save
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
But as far as I remember in OSE there was possibility to cast "a reverse version of spell" (or was it a different system?) - is such thing in 5E.
I fly forward and check the hub and mounting shaft for any signs of a mechanism to deactivate the blades.
Rolls
Investigation - (1D20)
(9) = 9
"I don't see anything on the mechanism. The only thing I can offer is to try to shrink the propeller as I did with the door earlier. Bear in mind that it has a limited time duration, if we're going to try to pass while it's small.
I fly back into the tomb. I lower myself down into the pit with the sarcophagus. I examine the sarcophagus for signs of keyholes.
Rolls
Perception - (1D20)
(1) = 1
Rolls
Athletics - (1d20+3)
(7) + 3 = 10
1. Red robes dropped in a messy manner, an orb and a book that looks like wizard's spell book and flat iron rod has a button on one end
2. An inch-long gold key protruding from an adamantine (since it is same metal as propeller Tinkara is able to recognize it ) keyhole set into the underside of the chest's lid
I turn the keys, starting with the silver chest, then the iron, and last the onyx.
Rolls
Investigation - (1d20)
(18) = 18
And no I am not hiding any more details from you, no roll required
I get into the iron chest, lower the lid, and try once more to turn the key.
If you scarify 4 more of the swords, Tinkara would probably manage to stick them in on the other side... wait where's Tinkara ? Vatois has been to involved in mechanical problem that missed Tinkara's actions.
That's when you realize Tinkara have been in chest for too long....
I will be using my Inspiration for this certainly :)
1. It would be really hard to leap through blades while propeller is not at a full speed without getting hurt (DC 20 dex save) and impossible while it is at full speed. Hint: barbarian Danger Sense works here.
2. Your PCs could guess these blades shouldn't kill/KO a lvl 9 PC at full health, but be painful for sure
3. Blocking the plate will certainly need at least one person each side, but I don't see how blocking all 4 corners at a time is better than doing it one by one.
4. If your attempt to block fails you will realize that when next person steps on the plate and will be able to step off it before harm is done, so I will not require any roll for blocking the plate as long as at least one person is on each of both sides.
So no need to block it at the same time from 4 corners? Hmmm.... so my whole post is almost irrelevant:(
I would go there, but I have -1 to Dex... :( Would my:
While you are wearing heavy armor, bludgeoning,
piercing, and slashing damage that
you take from nonmagical weapons is
reduced by 3.
And could:
You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.
* - (a leather strap, bound around the arm or a similar appendage)
Also didnt vatoris have a teleport earlier?
Please do ask me for details. I can't imagine you are assuming something. Let me repeat what your PCs know:
1. Propeller start rotating immediately as you step on the plate
2. It takes 6 seconds for propeller to move at max speed, so you can manage to do one turn before it is running full speed.
3. There is NO "around the spinning blades " only through
@valdattaMadun if you are read just roll a dex save with advantage +1d4. With your STR score you can jump over the pit and dashing end the turn safe before propeller is at full speed.
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
To be clear: my earlier post wasn't in any way objection to your describing the situation, it was rather trying to explain myself why I wrote the post like this, now fully aware that I was wrong.
- there are several monsters who would grappled and restrain you on hit (i.e. often and at no cost). Being restrained is bad, very bad.
- Paralyzed is worse. You don't want to fight enemy that could paralyze you every turn, unless you have freedom of movement
I also remember one DM had enemy cast Black Tentacles on my melee only PC... freedom of movement would have turned that deadly combat into an easy one.
P.S. A lot of 5e spells are situational. I believe the purpose is this: if you just can't solve a hard challenge you take a long rest and your druid/cleric/wizard change list of prepared spells picking ones you know will suite the situation best. Don't usually work that way though. Players usually try to solve issue immediately or die trying
Rolls
Dexterity save (advantage)+Resistence - (2d20H1+1+1d4)
(1319) + (1) + 1 = 21
Now on the other side he realize it wouldn't be as easy to hammer the sword because plate almost reach the edge of the tunnel: if he would stand in the tunnel he would press the plate. The pit is 20 feet deep and he just can't reach the plate...
Looking into the pit and considering what do do next Throgin see a silver iron button on the the sarcophagus lid. He don't recall Tinkara mentioned a button...
Tinkara would be able to do that due to her ability to fly. Bet she is locked in the chest.
What do you do?
Rolls
Perception - (1d20+4)
(15) + 4 = 19
Three treasure chests sit on stone daises. Chest on the left is carved of black onyx and is open. In this chest there are red robes dropped in a messy manner, an orb and a book that looks like wizard's spell book and flat iron rod has a button on one end
Middle chest is made of rusty iron is closed.
Chest on the right is cast of silver and glistening with frost it is open.
Both open chests experience an inch-long gold key protruding from an adamantine keyhole set into the underside of the chest's lid
Anything of that could be a switch, can't it?
Throgin will then take his maul and try and bash the side of the chest (imagine like using the maul like a golf club almost)
Rolls
Maul to hit (advantage) - (2d20H1+3)
(186) + 3 = 21
Maul damage - (2d6+14)
(54) + 14 = 23
Maul to hit (advantage) - (2d20H1+3)
(179) + 3 = 20
Maul damage - (2d6+14)
(43) + 14 = 21
Tinkara hear two mighty blows but otherwise is comfortable inside.
Rolls
Arcana - (1d20-1)
(1) - 1 = 0
Rolls
Investigation - (1d20)
(18) = 18
Throgin can not conclude any better than it must be a magic
Let me know if you would like me to narrate for you how Throgin is using his rope to safely get down into the pit and press the button already
You guys out there start thinking of a way in if this goes wrong.
Tinkara meanwhile hear the clumps snap open. She can now turn the key back open to unlock the chest. When she open the chest the clamps snap shut once more, but she is finally out of the box.
I fly back to the rest of the party to get (swords?) to jam the plate.
The dagger looks just as rusty as the box fairy just got out of.
I quickly check my inventory to see the status of my metal items.
"Anyway, I came over to get a couple of swords to wedge the pressure plates. Do you have them handy?"
You manage to block the plate of the floor nevertheless, even if it take some time and some failed attempts.
Although it costs you a few attempts where Zean start moving and have to return, wait minute for propeller to stop and then repeat, but eventually you manage to block it properly. Zean make his way through the tunnel and jump over the pit to the other side.
Throgin, can you move the lid of the sarcophagus? If not, I suspect we'll probably have to work each of the keys to get it open. I would imagine the right hand chest probably does cold damage, and the left one... I wonder if the former occupant of those robes got sent to some void or something."
I go to the steel bar and press the button again. Can I move it after the button is pressed?
"Oh... interesting chests I can see here... So what was happening when you were inside one of those chest? Did I got it right - from what I have heard and see being distanced from you - there are keys inside each of the chest, but you can turn them only from inside? Could we weight them somehow with something... I don't know... with something heavy tided to the key by a string... so they would turn themself after closing a lid? Or maybe this rod... position it in the way it will make them turn when lid will be closed? Or... would Vatoris magic hand work being inside?" - Zean - as usual - had many ideas... but if anyone of those could be even somehow useful?
Vatoris moves back at the entrance to the tunnel and suggest Ixion to step forward as he may have more ideas.
@thorsman99 you can add immovable rod to your inventory, though I would prefer you ask Vatoris to identify it for you at some moment before your PC understand it's limitations.
"Looks like they want a living being inside the chest to turn the key. Anybody have a familiar? Trained monkey?"
"What the...!? I can't even joke right now? Because of you?" - Zean asked 'in the air' as referring to someone invisible above or next to him. What probably surprised his companions.
"Tinks... you also have an annoying stowaway with you... since you took the ring from the previous sarcophagus?" - Zean asked supporting himself by his hands on his knees and apparently recollecting after experiencing a sudden and strong pain.
"Or maybe we will be forced to 'lend' one of those insects from the stone skull room... it also acted as it would detect life passing through it? Anyone have a proper sack for it? Or something like this?" - Zean threw another hypothesis.
All you know is
- when Tinkara was in there it triggered
- when Tinkara was not in the it did not
Identify would tell you more, but Vatoris can't jump over the pit
He then ritually identify one of the chests.
That's truly wonderful chest. Acererak is terrible evil, but he is a brilliant designer. The chest lid has adamantine clumps that opens when lid is closed and a live humanoid is inside a chest. Clumps prevent keys to be turned. Turning a key trigger two things: button to appear on sarcophagus and clumps to shut.
Using the rope he gets down sarcophagus and soon share
I'm afraid I can't tell what happens when button on sarcophagus is pressed - I didn't felt the magic aura and I can't seem to be able to identify sarcophagus, which obviously means it is protected against spells such spells.
Rolls
Vatoris athletics to get down - (1d20)
(9) = 9
Rolls
Athletics (advantage) - (2d20H1+7)
(73) + 7 = 14
"Maybe those small creatures walking around in masks?"
I will stay outside and let you know if I see that creature with mask again.
With help of Tinkara and immovable rod he get back
Rolls
acrobatics adv. - (2d20H1+5)
(1918) + 5 = 24
Let me try to explain this on an example. Say want cut a monster with your dagger. And the monster try to read your mind, but your mind is protected against mind reading. Monster try to read your dagger - dagger is not protected, but dagger don't want to hurt anyone...
So here chest is the dagger, but sarcophagus is the host protected against mind reading...
He will then look at Tink and her dagger. Do we think that it is safe to bring our weapons into the chest or should I leave all my metal stuff out here?
I fly down to the sarcophagus and hover, ready to push the button as soon as it appears to minimize time in the chest.
Tinkara immediately push the onyx button that appears on sarcophagus
Destructive pulse of energy flow through Throgin's body.
Rolls
Constitution save with Resisentance - (1d20+7+1d4)
(14) + (2) + 7 = 23
Throgin throws out the conment sarcastically.
so what is next, i jump in that one and they give me a bath?
Appreciate the worry Tinkara but it isn't in me to pass up a chance to prove my worth. Besides...another tickle might just get this kink out of my neck Throgin says with a smile
Save DC 15 and this time save only halves the damage not avoid it
Rolls
Cold damage (DC 15 CON save to halve) - (10d8)
(8418628226) = 47
Recap:
Throgin took 23 points of cold damage, but could get out of box now
Sarcophagus turned crystalline, buttons gone. A mace that looks probably magical is inside.
Anyone but Tinkara would need to use rope to descend into 20 feet deep pit to reach Sarcophagus. Rope is still where Throgin secured it.
Your actions?
I will examine the other contents of the Onyx chest. Particularly the book.
Throgin looks at the sacophagus thinking about breaking it once healed up
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Edit: ok, onece more. -lvl 1 slot.
Edit 2: Lol looking at the dice results Throgin is even resistant to Zean healing magic ;)
Rolls
Healing word - (d4+5)
(1) + 5 = 6
Healing word #2 - (d4+5)
(1) + 5 = 6
Healing word #3 - (d4+5)
(1) + 5 = 6
you guys ready yourselves. I am going to shatter this
Rolls
Second wind - (1d10+3)
(6) + 3 = 9
Rolls
Maul to hit (advantage) GWM - (2d20H1+3)
(167) + 3 = 19
Maul damage GWM - (2d6+14)
(54) + 14 = 23
Maul to hit (advantage) GWM - (2d20H1+3)
(513) + 3 = 16
Maul damageGWM - (2d6+14)
(24) + 14 = 20
At least for now will not do battle map for this encounter, but use the following table instead:
PC/NPC | Location | Status |
Enemy | in the pit | prone |
Throgin | in the pit | reckless |
Zean | Above pit | - |
Ixion | Above pit | - |
Tinkara | Above pit | - |
Vatoris | Other side of tunnel | surprised |
Rolls
Enemy initiative - (1d20-1)
(1) - 1 = 0
Rolls
Initiative - (1d20-1)
(13) - 1 = 12
Rolls
Firebolt to hit - (1d20+8)
(11) + 8 = 19
Firebolt damage - (2d10)
(19) = 10
Rolls
Maul to hit (advantage) GWM - (2d20H1+3)
(103) + 3 = 13
Maul damage GWM - (2d6+14)
(62) + 14 = 22
Maul to hit (advantage) - (2d20H1+3)
(76) + 3 = 10
Maul damage - (2d6+14)
(33) + 14 = 20
Rolls
Init to win it! - (1d20+2)
(18) + 2 = 20
Eldritch Blast attack, force damage - (1d20+9, 1d10+5)
1d20+9 : (3) + 9 = 12
1d10+5 : (7) + 5 = 12
Eldritch Blast attack, force damage - (1d20+9, 1d10+5)
1d20+9 : (15) + 9 = 24
1d10+5 : (10) + 5 = 15
Disadvantage rolls - (1d20+9, 1d20+9)
1d20+9 : (19) + 9 = 28
1d20+9 : (9) + 9 = 18
The creature has disadvantage on attack rolls.
An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
Meta: Tinkara realize creature has a vulnerability to fire
Initiative: Ixion, Tinkara, Zean, Throgin, Enemy
Rolls
Vatoris initiative - (1d20+3)
(15) + 3 = 18
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.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
@GreyWord so my try to communicate with Moa spirit didn't work?
Edit: lol... what a POTENTIAL hit! :D
Rolls
Sacred Flame - potential damage - (2d8)
(21) = 3
But thanks for reminding me - I could have forgot
Creature rise and waves his mace magically releasing a wave of terror through the tomb.
If you fail you get are under following custom effect (not just simple frightened condition)
PC/NPC | Location | Status |
Enemy | in the pit | - |
Throgin | in the pit | ? |
Zean | Above pit | ? |
Ixion | Above pit | ? |
Tinkara | Above pit | ? |
Vatoris | Other side of tunnel | Waiting for enemy to show up |
Round1: Ixion, Tinkara, Zean, Throgin, Enemy
Round2: Ixion, Tinkara, Vatoris, Zean, Throgin, Enemy
Rolls
Dex save Sacred Flame - (1d20-1)
(1) - 1 = 0
Also if I rage...do i have the room to get large? If so, how would being 10ft tall affect me getting out of the pit? Could movement/jumping suffice?
Rolls
Radiant Damage - (2d8)
(27) = 9
@thorsman99 @annex please roll repeated wisdom save end of your turn. I'm auto piloting your running away
@valdattaMadun since the mummy in in the middle of the 15x15 you can't find a 10x10 feet space. You can try to shove enemy and then enlarge. I'm ok to require no check for large Throgin to get out of the pit, but it will anyhow require 40 feet of your moment (you need to make 20 feet and - each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing speed)
Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.
The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you.
PC/NPC | Location | Status |
Enemy | in the pit | - |
Throgin | in the pit | - |
Zean | Above pit | - |
Ixion | tomb corner | Affected by fear. Dodge |
Tinkara | Other side of tunnel | Affected by fear |
Vatoris | Other side of tunnel | Ready action |
Round2: Ixion, Tinkara, Vatoris, Zean, Throgin, Enemy
I think he'd end up in the upper right corner and huddle behind a chest.
Rolls
Wisdom save - (1d20+4)
(8) + 4 = 12
Then (successful or not) Throgin rages. Attacks one more time with his maul then attempts to move out of the pit.
Reckless attack thunder damage on the strike. GwM
Rolls
Athletics - (1d20+8)
(7) + 8 = 15
Maul + EC + rage + GWM damage - (3d6+16)
(255) + 16 = 28
Maul + EC + rage + GWM to hit (advantage) - (2d20H1+3)
(315) + 3 = 18
Rolls
Shove: contested Strength (Athletics) - (1d20+3)
(7) + 3 = 10
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.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Rolls
Sacred Flame - damage (dex save to resist) - (2d8)
(86) = 14
With respect to 5e rules you you had to shove creature away from you not down. And since your character enlarged he will be object to attack of opportunity.
Rolls
Dex save - (1d20-1)
(18) - 1 = 17
And totally understand the opportunityattack
TBH surprised you did the only attack reckless - allowing enemy to attack with advantage both opportunity and normal
Mumified monkey use the moment to try reach him with the rotten fist. Then it follow: undead movement is slow, but monkey ability to use both - hands and feet to walk the rope some at hand. It manages to keep up with Throgin and reach for him once again, while throwing his Dreadful Glare at Zean
Throgin don't suffer the beating as much as he feel necrotic energy through his body coming from the undead creature fists.
Throgin need to make two DC 12 constitution saving throws. Effect to be described in case of any failure. And please halve the 11 and 13 bludgeoning damage to 5 and 6 accordingly due to your rage.
Rolls
AoO: Rotting Fist. - (2d20H1+5)
(615) + 5 = 20
Attack Rotting Fist. - (2d20H1+5)
(314) + 5 = 19
Throgin bludgeoning damage - (2d6+3)
(62) + 3 = 11
Throgin Necrotic damage - (3d6)
(115) = 7
Throgin bludgeoning damage - (2d6+3)
(46) + 3 = 13
Throgin Necrotic damage - (3d6)
(143) = 8
It turns the mummy into dust.
Rolls
Ready action: Vatoris lighting launcher - (1d20+8)
(9) + 8 = 17
Damage (with sneak) - (4d6+4)
(6225) + 4 = 19
Rolls
Constitution save - (1d20+7)
(15) + 7 = 22
Constitution save - (1d20+7)
(1) + 7 = 8
More over Ixion and Tinkara seeing enemy dead is able to stop the magical terror affecting them.
The mace lies on the floor.
Rolls
Secret Roll
"The fear it raised in me... I've never felt anything like that before. Good riddance, you little bastard, and thanks for the gift," he said, pointing his blade at the mace. "I'm more of a sword man myself, though."
What is HP for Throgin @valdattaMadun ? Should I heal him?
"Thorgin... Brother... you earned it more than anyone else and by a lot. I think it was meant for you from the moment we entered this tomb. Are you hurt?"
Rolls
Wis - Save - (1d20+9)
(9) + 9 = 18
And health is like a third out
Regardless. You have cleared most of this level - you can take a look at level map by clicking on DM avatar. The river beneath the floor and the room north of the magnetic field statue left unexplored, but it is probably fine. Do you want to proceed to next level (see details of next level here.?
Proceed one level down
And will use some 2 lvl for lvl 1 healing spell.
So how much HP exactly Thorigin lost?
Using one:
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Rolls
Healing word - (5+d4)
(1) + 5 = 6
Vatoris shake his head concentrating on the mace I don't think so artificer declare and smoke disappears.
Rolls
Secret Roll
He provides a lecture :
Magical darkness typically spreads from a point spell caster's choose and spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
If any of this spell’s area overlaps with an area of light created by a weaker spell, the light is dispelled.
First of all - only Ixion see into the magical darkness. No other PC saw the face withing the darkness
Second Ixion believe that what he saw was a human like creature moving sideways to avoid poking. He could guess that it is not just a head, but a humanoid. But he only see the face and probably shoulders due to the size of the hole.
I'll provide a bit more details to Ixion in private
"A fiend," Ixion said after the stick poke, "I think there's a devil or demon back there. Should we go in after it or just move on? I don't want to leave any threats behind us but... I just don't like it."
In battle | D crawl |
Reaction used 0 | Always ON: Resistance, Light |
Holding shield 1 | Inspiration: 1 |
Resistance(C): turns left 10/10 | HD used: 9/9 - d8 |
Health: 53 / 57 | AC: 19 |
Rolls
Perception - (1d20+9)
(18) + 9 = 27
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.
If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
"Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect."
To move the flowing water from the bottom of riverbed to the sides/walls - so Zean could walk upstream seeing how deep it is and if anything is in there?
Zean follow upstream until he smell rotten odor. Looks like transparent gas in this area. And there are stairs up
Edit: deleting 1 4th lvl spell slot :(
If anyone follows:
Water were pouring from cracks and seams in the rough walls of the cavern she fly in. Since magic can't make river flow upwards the water stay in this cavern but no new water is flowing.
Just above the muddy pool's surface, a large treasure chest dangles from rusty chains embedded in the ceiling. A keyhole shaped like a cackling demon skull decorates the front of the lid. Encircling the keyhole, a tiny inscription in Common reads, "I devour all but the greatest thieves."
Vatois announce an aura of evocation magic around the chest.
The chest is 6 feet long, 3 feet wide, 3 feet high, and suspended 1 foot above the surface of the water pool.
I don't mind Zean controlling the water in a way to make all water go away - in that case chest will be hanging 6 feet above the floor making it difficult for lock picking (disadvantage if anyone try to lock pick it). That is - if anyone even had lock picks.
The picture below shows tunnel and waterfall as it was before control water.
Rolls
Perception - (1d20+9)
(19) + 9 = 28
I fly back to where Zean is examining the stairs, staying behind him to provide backup should things go wrong.
- 300 gp,
- a gold tankard embossed with a sad face that smiles when the tankard is filled (250 gp),
- a stoppered bone tube containing a spell scroll (he will later identify it as a scroll of remove curse).
Rolls
Lock pick - (2d20L1+12)
(1218) + 12 = 24
I would like to assume you would check the other end of the river as well
The underground river plunges down into a dark, rocky chasm. Cold air swirls up from below like the breath of some monstrous creature. Through the gloom, you spot an ornate treasure chest resting on a ledge opposite.
Ixion's superior vision allows him to see the bottom of the rift: he see water approximately 100 feet down.
Another one... Vatoris is ready to pick this one as well. Let's tie a rope around me and I will try to reach that chest.
I take one end of the rope and fly over to the ledge and look for a place to attach it.
Vatoris tie a rope around himself and not without help from Tinkara makes it over.
As he start lock picking he screams It moves!
As this chest appears to be a mimic
Rolls
Climbing attempt - (2d20h1)
(318) = 18
Mimic bite Vatoris - (2d20h1+5)
(513) + 5 = 18
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
Rolls
escape grapple - (2d20L1+3)
(132) + 3 = 5
Bonus action rage-lightning damage cleavor
Action reckless attack
Will use goading attack on a hit
Rolls
Handaxe + EC + rage to hit (advantage) - (2d20H1+8)
(1710) + 8 = 25
Handaxe + EC + rage damage - (2d6+6)
(43) + 6 = 13
Handaxe + EC + rage to hit (advantage) - (2d20H1+8)
(204) + 8 = 28
Handaxe + EC + rage damage - (2d6+6)
(54) + 6 = 15
Goading attack - (1d8)
(4) = 4
Crit damage - (2d6)
(66) = 12
@valdattaMadun please read below and I will allow you to make a choice to re-post your turn and delete the post you did if you were missing some of both of the points. If you stay with your turn I would like to give you Inspiration though, I find that bold move very inspiring.
1. I'm ignoring your sedond attack, because hadaxe sticked to mimic after the first attack and you used your one free object interaction this turn already (have no time to grab another one).
2. Also your "Giant's Havoc" feature I believe it is not your choice. You always become large when raging if there is enough space. There is so little space that if you release your handaxe sticked to mimic you will fall down the 100 feet.
Rolls
Mimic wis save against Goading - (1d20+1)
(7) + 1 = 8
Rolls
Witch Bolt to hit - (1d20+8)
(15) + 8 = 23
Witch Bolt Damage - (2d12)
(46) = 10
Could I instead make it so I raged just before/during the jump I threw my handaxe before/while jumping on the first attack so that it would actually have returned to my hand, and then did the 2nd attack normally?
This would take away my ability to reckless on the first attack but even if it is done switching that to disadvantage I think it would probably hit? I would even trade off the inspiration for this to work
When you enter your rage, you can choose one weapon that you are holding and infuse it with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.
While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to another one from the damage type options above.
OK, let's assume Vatirs had no problem with Throgin holding an ax while insuring Vatoris safety. And yes Elemental Cleavor would solve problem with sticking. I still need you to decide if you jump-and-rage or not. There is no space for large creature on the other side.
You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
The last sentence is how I imagine it - AND is meant to make sure that spell effect won't make Throgin or Vatoris fall down! Otherwise Zean wouldn't use it. But I imagined that if the mimic will end up 'prone' it could mean it stopped to hold Vatoris and Throgin? Maybe?
Unfortunately I fully expect that 5E rules will make it (look) again much less epic/fun - so just wanted to state my intentions:) Still hoping it will pass:)
Rolls
thunder damage - (5d6)
(51524) = 17
radiant damage - (5d6)
(64513) = 19
Condition Immunities: Pronefall rolling de
P.S. It doesn't mean Throgin is safe against falling though we will see
Rolls
Mimic con save - (1d20+2)
(3) + 2 = 5
Throgin's handax is also released, Throgin swings it into the air and start falling
After that roll we are out of combat
Rolls
Dexterity save (advantage) - (2d20H1+1)
(134) + 1 = 14
Strength save (advantage) - (2d20H1+8)
(48) + 8 = 16
You are all safe, though without the desired loot this time.
Was thinking Throgin might throw his handaxe down as he grabs the wall, then as he is jumping to the other side it reappears in his hand?
Unless this is me, loosing the handaxe of course and it not returning
You can't "Throw" your weapon to make it re-appear. You can only do that as an action on your turn, but it is not your turn. Your PC simply have no time - he either instinctively release the weapon and grab the edge while falling or he don't and simply fall
You can't "Throw" your weapon to make it re-appear. You can only do that as an action on your turn, but it is not your turn. Your PC simply have no time - he either instinctively release the weapon and grab the edge while falling or he don't and simply fall
What she see below is grotto with slick with slime. Water is murky and she can't see the bottom, realizing water would be more than 10 feet deep. The din of machinery echoes through rough-hewn tunnel toward a murky lake
Tinkara will need to swim into the murky water and search for the handaxe because in murky water you only have 10-foot visibility
"I'm great at flying, but I'm not a great swimmer, and I'm unarmed except for spells. How critical is it that we retrieve this handaxe?"
Let me know if you don't support my decision and I will try learn from this
Let me know if you don't support my decision and I will try learn from this
To me, it being on the ground was the logical conclusion as it rolling 8-10ft-ish wouldn't make sense. So i was under the 'well if it is going to fall anyway and be picked up, might as well make it 'look cool' not the 'he spared me losing it, I want more'. I am 100% fine of it dropping, if that was a "generous" ruling, I was thinking it was the 'default" ruling