Episode 1
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Though still threatened by an Ulathi assailant, Laoise realizes that she cannot delay an longer. She turns and sprints for the gap between the two blocks.
Dash.
The Ulathi lunges forward to make one more stab with his harpoon to kill the troublesome barren before she moves out of reach.
U2.1 Opportunity Attack.
Result: Hit
The harpoon pierces Laoise's shoulder. She stumbles forward and nearly topples over, but rights herself as she continues to sprint. She bleeds from the wound. Her face is wrought with pain, but she presses on, running for her life.
Latest Available Grid Map
Rolls
Attack - (1d20+4)
(18) + 4 = 22
Damage - (1d6+2)
(5) + 2 = 7
Rolls
Throne Advantage attack - (1d20+8, 1d20+8, 1d8+5, 1d8+5)
1d20+8 : (7) + 8 = 15
1d20+8 : (11) + 8 = 19
1d8+5 : (8) + 5 = 13
1d8+5 : (6) + 5 = 11
Potential offhand attack - (1d20+8, 1d20+8, 1d8+5, 1d8+5)
1d20+8 : (20) + 8 = 28
1d20+8 : (19) + 8 = 27
1d8+5 : (7) + 5 = 12
1d8+5 : (5) + 5 = 10
Sneak attack damage - (2d6)
(36) = 9
U5.1 Slain.
Bonus off-hand attack preserved.
Maeriks is starting to run, a trail of Ulathi around him and another in route.
The space in between the great stone blocks is diminishing. The front (south) corners have slowed movement at a narrow distance one from another. The back corners are now swinging inward at a faster rate for the last stretch, apparently to come parallel and line up to fit the straight hallway.
The bodies at the north end of the passage way are being rolled up close to one another in the center. Soon there will be only a single lane of passage.
Bryn has to wonder if the bodies will become obstacles for his own retreat and that of his companions.
He sees Laoise glide over the bodies and into the hallway beyond.
Hinka is at Thorn's side, motioning for the big swordsman to give him Sorcha Rhone so that he can carry her to safety before it is too late.
Kray unleashes a barrage of arrows in an effort to clear a path for Maeriks, mindful of the great door closing behind him, ready to make the last second dash to escape the blood soaked throne room.
Kray Mercon
link to main character sheet & group stats
In the Throne Room, you have clarity of time and space.
The following Skills checks are made at Advantage: STR Athletics, STR, DEX Acrobatics, DEX Sleight of Hand, DEX, WIS Perception
Throne Room Defense
All Attack rolls against you are made at Disadvantage. Gain Advantage on all DEX and STR Saving Throws.
Vitals
Combat Proficiency Setting (+3 available): Attack Bonus +0 / AC +3
AC: 18 (base 18) + (If shield) + (0-3 from set Combat Proficiency)
HP: 59 + 2temp/59
Status Effects: None
Death Saves: +0/-0
Initiative: +5
Hit Dice: 5/5 Fighter, 1/1 Barbarian
Weapons and Armor
Equipped
Armor: None
Right Hand: Yatagan / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d8+5)
Left Hand: Medium Shield AC+2
Carried
Falcata / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage (1d6+0 Left Handed)
Gaerimundi Knife / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d4+5)
Dagger / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d4+5)
Bow / Attack Bonus: (DEX 5+Archery 2) + (0-3 Combat Proficiency)
Quiver: Long Bow (9/15 arrows--recover? hit /miss / Damage: (1d8+5)
Tcho-Tcho Spear Guns: Javelins x3 -----They suffer -5 on Range ratings (both for normal and long range) when used above water. They gain a +5 on Range ratings (both for normal and long range) when used underwater.
When used underwater, they do not suffer Disadvantage if fired within 5'.
When used underwater, Critical Hits deliver an additional die of damage (though modifiers not added for a third time) and the victim's Movement Rate is reduced by 1/2 during its next turn.

Tactics
Refresh rest times noted in parentheses
Attacks per Turn: 2
Maneuvers: 0/4 (short rest)
---d8: Parry, Precision Attack, Rally
Action Surge: 0/1 (short rest)
Second Wind: 1/1 (short rest)
Lucky: 0/3 (long rest)
Rage: 1/2 (long rest)
Fighting Style Archery: Ranged Attacks +2
Commitment to Contract: 0/2
---Allows a mercenary PC to choose to gain Advantage on an Attack Roll, Damage Roll, Ability Check, or Saving Throw of his choice, before or after a normal roll result is visible. 1/day at 1st level, 2/day at 5th level, 3/day at 10th level.
Saving Throws
Brown text indicates proficiency
Strength: +5
Dexterity: +9
Constitution: +7
Intelligence: 0
Wisdom: 0
Charisma:+3
Feats
Observant: Read lips
Lucky: 3 re-rolls per day (see Tactics above)
Resilient: DEX save proficiency
Ability Score Increase: DEX +2
Skills
Brown text indicates proficiency
Acrobatics +5
Animal Handling +0
Arcana +0
Athletics +5
Deception +7
History +0
Insight +0
Intimidation +7
Investigation +5 (Passive 15)
Medicine +0
Nature +0
Perception +9 (Passive 18)
Performance +3
Persuasion +7
Religion +0
Sleight Of Hand +5
Stealth +9 (Passive 17)
Survival +0
Tool Proficiency
Cartography
Dice
Languages
Yuoric - Native/Literate
Dannein - Fluent
Gaeirmundi - Fluent
Kortellan - Intermediate
Rolls
Bow Shot 1 - (1d20+10, 1d8+5)
1d20+10 : (15) + 10 = 25
1d8+5 : (7) + 5 = 12
Bow Shot 2 - (1d20+10, 1d8+5)
1d20+10 : (3) + 10 = 13
1d8+5 : (4) + 5 = 9
Bow Shot 3 - (1d20+10, 1d8+5)
1d20+10 : (1) + 10 = 11
1d8+5 : (1) + 5 = 6
Bow Shot 4 - (1d20+10, 1d8+5)
1d20+10 : (14) + 10 = 24
1d8+5 : (7) + 5 = 12
Precision Bow Shot 2 - (1d8)
(7) = 7
Precision Bow Shot 3 - (1d8)
(7) = 7
Maeriks. Unlucky fool will get caught half-way through the pincers at his rate.
A flash of memory—Maeriks tackles the Phantom as it prepares to land a killing blow—and his decision is made.
The cauldron. Wedge it.
Thorn nods toward Hinka, lets his grasp of the girl go as she slides into the little man's arms.
Buy time.
Thorn is a torrent, rushing toward the Ulathi standing between him and the closest burning bowl. The creature falls to Bryn's blade, who has been surging beside him, leaving nothing but a sea of the dead between him and the massive object.
Bone and gore lay in his path, but he evades them, arriving at the cauldron. He lays his hands on it and heaves it to its side.
Rolls
Athletics check for the cauldron toss; Advantage for CoM - (1d20+8, 1d20+8)
1d20+8 : (11) + 8 = 19
1d20+8 : (12) + 8 = 20
Shots 1 & 2 kill U2.1
Shot 3 kills U2.4
Shot 4 injures U5.4
Latest related Grid Map.
Maeriks is in full sprint. Kray's killing arrows slam into two of the Ulathi just as they are about to strike Maeriks as he passes them.
It is going to be close on whether Maeriks makes it or not. Kray knows that he must get in motion in the next seconds in order to make it himself or not.
Kray sees Hinka carrying Sorcha Rhone to safety, climbing over a pile of Ulathi bodies to make the last few strides.
Then he notices it. Are his eyes deceiving him? He does a double take to make sure.
Yes. The bodies of the Ulathi piled inside the narrow gap are moving. The bloody Ulathi behind them are rising up again!
OA by U4.3
Attack: Spear
Rolls
U4.3 Attack Maeriks with Spear - (1d20+4)
(6) + 4 = 10
damage - (1d6+2)
(2) + 2 = 4
Thorn sees Kray begin to launch the arrows immediately as he passes by. Out of his peripheral vision Thorn sees that the gap between the two stones is extremely narrow now. He will have to be as fast as lightning to make this work.
Thorn makes it to the cauldron. Hoping that his theory is correct, he latches his hands onto the cauldron.
Thorn had inspected the room before all of the chaos. He had known that something about the cauldrons and the fires was strange. The flames rose and fell more by command than increased fuel source. They generated some heat, but it did not seem proportionate to the size of fires within.
He was correct. The cauldron was warm, but not blistering hot as it should have been.
Thorn heaves with all of his might and tosses the cauldron to his left with a powerful pivot. The fire in the cauldron immediately disappears, as if snuffed out by a single unseen gust of wind.
He tries to convert from a throw to a push at the full extension of the arc, hoping to use momentum to his best advantage to keep the heavy bowl moving towards the gap passage way.
A loud gong sound rings out in the chamber when the great cauldron hits the floor, and another gong sounds out when it bounces once. Strange coals and dust burst out of the inner container, dousing the ground and the air both in a blackish gray soot.
It then crunches into the body of a dead fish creature on the ground. Without delay, Thorn is there to steady the cauldron. He deftly shifts the bowl to its side as best he can and tries to convert the movement to a roll.
That works for a few feet. When he sees that the cauldron is about to stall out, Thorn grabs the inner edges of the cauldron once more. He pivots and shifts, and using every ounce of strength in his body he lifts and tosses the heavy weight forward. He feels a sudden pain in his back as his muscles, spine, and tendons absorb the strain.
The cauldron does not sail up, it is more like a slow glide, but it crashes down with a loud bang. One small bounce and it rattles into place: face down and right within the narrow gap between the two stones!
Success on feat of STR Athletics
Bryn and Kray are close by as the cauldron crashes in. Kray has to take a couple of steps back in order to avoid the incoming mass of brass.
Now outside of the gap passage himself, Thorn sees how close it is for himself to make the distance. Maeriks is even further away still, though in a full sprint.
As Thorn follows his throw with his own motion forward, he is shocked at what he sees.
Behind Kray and Bryn, the bodies of the Ulathi in the back of the gap are rising and moving forward!
It is horrific. The bodies of the slain Deep Ones, covered in their own blood, their limbs and heads hanging limply, are being lifted by the invisible force. They float southward, towards the throne chamber, like bloody meat carried on unseen strings.
Kray, Bryn, and Ivor backed up when they saw the heavy bronze cauldron crashing forward. Their steps backwards bring them face to face with the floating bodies that are grotesquely dragging along the floor and sliding down the inner walls of the stone blocks.
To make it through to the hallway, the men will have to power through the floating bodies, shoving and pushing them aside as they travel in the opposite direction.
Area of Ulathi bodies is Difficult Terrain.
Latest Grid Map is somewhere within the time of TR3
The great stone blocks are closing in, just now making contact with the heavy cauldron, now turned upside down between them.
Maeriks is still several strides away, running for his life.
Every split second will count.
Making the assumption that Kray, Bryn, Ivor power through the floating Ulathi bodies with Movement. It's nasty and disturbing, but they make it. If that is too much assumption on my part, correct me. Just trying to keep this slowest-6-seconds-ever rolling.
Thorn jumps over the cauldron and commences down the same horror show route of breaking tackles through bloody fishmen bodies.
Thorn jumps the cauldron just as the stone blocks clunk against it. Ever so slightly, the stone blocks stall!
But then the cauldron itself lifts slightly from the ground, floating.
Thorn powers through. The cauldron is being moved back out by the unseen forces, purged out of the gap like the bodies.
BUT it did force the movement to stop, maybe for a second or two before it too was detected as resistance and is floated back out.
So that leaves Maeriks with just a breath of extra time.
He faces the last stretch.
He has to leap over the floating cauldron, running back power through the floating bodies as they make the exit, and then sprint and squeeze through the last narrow separation of the passage before it pinches him between!
This is quite a feat of strength, speed, agility - passing through a deadly obstacle course at highest possible speed. It is going to take an extra effort to make it, and even the best effort may not be enough.
He sees a cauldron turned over and floating out, and Ulathi bodies starting to float out as well.
He does not have time to wait to let them pass. He must do whatever it takes to jump the cauldron and force his way past the bodies and through the gap.
CB, here's the deal:
The Actions described above are an act of extraordinary athleticism.
In essence it is going beyond normal Movement (no Action Surge available) and even through Difficult Terrain on the last stretch.
The final pull through even is hard because by normal spacing the blocks would be completely closed by the time Maeriks is between them. He needs to get completely beyond them, in enough time where he doesn't get stuck too.
It is going to be difficult.
The cauldron that Thorn threw does not stop the blocks entirely, but it does buy very small amounts of time. But we are still talking here about doing more in 6 seconds than what is usually possible. So the cauldron stall really serves to shift something that would have been impossible to something that is extremely hard to accomplish.
On Skill Check DC Rating, the PHB describes Hard/Difficult as DC 20. Very Hard is up at 25. Nearly impossible and impossible on to 30+.
I'm setting this one 1 notch under "Difficult" at DC 19.
STR Athletics is the applicable skill.
The cauldron stall I am translating into a bonus to your check. That will be set at +4 to whatever you roll. A 20% boost per attempt on top of giving a chance at this at all.
Brings me to I think the last point: because of the Clarity of Time and Space, Maeriks makes the STR Athletics check at Advantage.
So that's it:
Two Rolls.
+4 Bonus on each.
+ whatever your STR Athletics Mod is.
Get a total of 19 on either one of them, and Maeriks tumbles out at the last possible moment before getting stuck.
If not, it is going to be bad.
It is clear that The Hierophant is trying to crush Maeriks, now exposed as not really The Adept.
Maeriks hears the vicious shout from The Hierophant.
He leaps the cauldron and charges headlong into the gap, crashing into the first Ulathi corpse.
Final Grid Map
Do not... I repeat, do not get crushed. Just do like Fight Club and find your cave. Then...
Slide.
The Dannein warrior woman puts her hand on Ivor's arm when he comes through to the hallway.
When he sees that she is standing, she makes eye contact and understands his surprise. How did her condition improve from being on death's door to now standing, mobile, and invigorated?
She looks down at the wound in her side rib cage and then back up to Ivor. He quickly sees that the wound is largely healed - not entirely sealed, but no longer bubbling air as it once was. He had seen that sort of injury before, and knew that it was a death sentence. But this wound now - it is survivable.
He connects eyes with her again, and she gives him a wordless response: "I don't know how."
She looks down the hallway. "Where's Maeriks?!" she says aloud to the crowd.
She realizes that Maeriks is not yet coming through with the others. She braces at the end of the narrowing gap and yells at the top of her lungs, "Maeriks!!! Run, you fat ass bull!!! RUUUNNNN!!!!!"
The small-framed Tochoan turns and sends back quick hand signals:
Maeriks has never heard his name cheered like that before today.
Despite his shortcomings, someone from his tribal family still cares about him.
Maeriks gains +1 on any Ability Check while in the Black Ziggurat.
Norach Maeriks Mac Hannoc ✎

Vitals
Combat Proficiency Setting (+3 available): Attack Bonus +3 / AC +0
AC: 12 (+2 DEX +0 proficiency)
HP: 20/37
Temp HP: 6
Initiative: +2
Status Effects: None
Death Saves: +0/-0
Hit Dice: 1/1 Druid, 4/4 Fighter
Weapons and Armor
Equipped
Armor: None
Both Hands: Maul "Reave" / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (2d6+4) / Heavy, Two-handed, bludgeoning
Locust Spear

"Reave" War Club

Carried
Spear-Glaive "Locust Spear" / Attack Bonus: +8 (STR 4 + 3 proficiency + 1 weapon) / Damage: (1d8+4 STR + 1 weapon) / Heavy, versatile (d10 + reach), thrown (range 20/60), slashing
Maul "Reave" / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (2d6+4) / Heavy, Two-handed, bludgeoning
Handaxe / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d6+4) / Light, thrown (range 20/60), slashing
Dagger / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d4+4) / Finesse, light, thrown (range 20/60), piercing, lanyard
Javelin x 3 / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d6+4) / Thrown (range 30/120), piercing
Tactics
Refresh rest times noted in parentheses
Action Surge: 0/1 (short rest)
Second Wind: 0/1 (short rest) (bonus)
Savage Attacker: 1/1 (turn)
Spell Casting
---Level 1 0/2 (long rest)
---AB: +7, Save DC 14
Barbaric Justice:
---Must be acting on specific tenets of the Barbaric Code of Honor
---Roll with advantage (STR, CON, Some WIS, Attack, Damage) 0/1 (day)
---Add additional damage die on critical hit
Locust Spear
---Receive 1 reroll of any Attack, Saving Throw, Ability Check, or Damage Die of your choice within next 24 hours if you let the women go through first.
---If you pull both of your fallen Shield Maidens through the door, receive an additional Damage Die with all Modifiers to any Attack Hit of choice within next 24 hours.
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +2
Constitution: +3
Intelligence: +1
Wisdom: +7
Charisma:-1
Feats
Savage Attacker: Once per turn, reroll damage dice and choose result to take
Great Weapon Fighting: Reroll 1s and 2s on damage dice
Improved Critical: Crit on 19 or 20
Gourmand: Detect poisoned food, prepare special meal on long rests
Polearm Master: Opportunity atk enemies coming in range. Bonus attack.
Skills
Brown text indicates proficiency
Acrobatics +2
Animal Handling +6
Arcana -2
Athletics +4
Deception -1
History -1
Insight +6
Intimidation -1
Investigation -2 (Passive 8)
Medicine +6
Nature +0
Perception +4 (Passive 14)
Performance -1
Persuasion -1
Religion -2
Sleight Of Hand +2
Stealth +2 (Passive 12)
Survival +6
Tool Proficiency
Cook’s utensils, Herbalism kit, Vehicles: Water
Languages
Dannein - Native
Rolls
Strength (Athletics) Check, with advantage, clarity of time and space, and love. - (1d20+9, 1d20+9)
1d20+9 : (16) + 9 = 25
1d20+9 : (2) + 9 = 11