Both of Angus's strikes land and the mummy is scorched (con save if he still stands at start of his turn)
Weneon's dart lands and sticks in the mummy's shoulder, which does little to impede thi shuffling groaning corpse, but in a flash she strikes twice more, moving far faster than the undead wizard. The mummy's bones crack with each blow, but it yet stands, ready to attack.
<Tabaqui- there is a specific mechanic for applying oils or poison to weapons in 5e; it takes an action to do so. You can either use the action to coat ammunition this round and fire it next round, or forego the oil and shoot the arrow this round. Your choice>
Safeguard sees the mummies and says, "Ooooo. I wonder what history exists in these mummies. Who were they? What did they do in life? How did they die? How are they animated?... Oh right, they are a threat... I should probably stop them first..."
He attempts to position himself between 2 mummies and throws 2 punches that targets 2 different Mummies.
*If either attack lands on the Mummies they now have disadvantage on attack rolls against targets other than Safeguard until the start of my next turn.
This post has potentially manipulated dice roll results.
Marlyth has been observing the appearance and features of the Red Wizard since the time Vrah had dropped him on the floor as if he delivered a burden. She would be careful to inspect the hairstyle of the wizard in order to confirm his allegiance according to the information provided by Lothar.
"...they wear a nasty hair...no hat..."
If the wizard still remains unconscious and incapacitated, she will wonder why he hasn't responded to the crash landing. Since she hasn't received any further information from Calner, she decides to run her own interrogation process while she is seen making invisible sign with her fingers as a somatic movement of her ritual casting of Detect Magic. Thus she attempts to maintain concentration on her previously cast spell, when she tries to diagnose the nature of his illness or if he's still under the influence of the magic that incapacitated him earlier.
"Beautiful creature, what should I do with you now? If my tribal mentors find you here, they're going to do nasty things with you."
(ooc: a few questions to help decide Calner's turn)
How are the mummies positioned?
Have any engaged our party in melee? If so, which ones? And is Calner now in melee range, or as he managed to stay out of their range?
What did the mummies do on round 1?
(my decisions for round 2 depend on some of the answers)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
<Tabaqui- there is a specific mechanic for applying oils or poison to weapons in 5e; it takes an action to do so. You can either use the action to coat ammunition this round and fire it next round, or forego the oil and shoot the arrow this round. Your choice>
Tabaqui applies the oil to his ammunition, and foregoes an attack this round. <sorry. will you want me to reroll the attack/damage in round 2?>
Tabaqui - you can use your rolls from earlier for the next round.
Marlyth: ritual casting takes an extra 10 minutes. Combat rounds last 6 seconds. If you ritual cast, you won't be doing anything else until we'll after combat has ended.
The mummies are the deceased wizards who once inhabited the barrow and are now therein interred.
I don't know why I would have said they had weird hair. That seems like an autocorrect issue. (I usually do this on my phone). Red wizards are notably bald. It is a status symbol and thus they opt not to cover their heads even when the weather makes head coverings advisable. Sorry for any confusion this may have caused. This guy is very much a bald red wizard and if you ask him he'll tell you he's an upstairs ding evil wizard, it's his mentor whose turned her back on the red wizards in her personal quest for power.
The mummies have not acted yet, formally, but that's just because dnd is turn based combat. They very much will attack you. They do not have long range weapons and they are in a crypt hidden behind a wall under a hill. The room is small. It may be too small to fire an arrow without disadvantage, but I wasn't planning on bringing it up. Even noting that the rooms in maps they put in dungeons are usually too small for tactical combat, the specifics of this room make it pretty appropriate.
Let's say at the start of combat we have a mummy at each letter in 16, so we can just call the mummies A B C and D. Incidentally, the sinkhole the paladin s moi t saw ends in the tunnel you just passed through, which means you should have probably seen the dark.sky overhead when you did so. The description of the room didn't mention it, but it's true.
Edit: I know this thing looks like a drew it by hand, but it's actually I'm the module this way.
This post has potentially manipulated dice roll results.
Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
A fist vs Vrah 12 for 10 bludgeoning and 9 necrotic
B fist v Weneon 18 for 7 bludgeoning and 5 necrotic
C fist v Safeguard (the one he hit his back) 16 for 5 bludgeoning and 11 necrotic
D fist v Tabaqui 20 for 10 bludgeoning and 11 necrotic
A and B Glare at Marlyth as they mindlessly claw at the nearer interlopers. C and D stare into the very soul of Calner.
Rotting Fist. Melee Weapon Attack:
If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
<Small point of order: Tabaqui <me> specified that he used his move to position 40 feet from nearest mummy. Does mummy D have enough movement in engage him in melee?>
Round 2
Either way, he will react with Uncanny Dodge, bonus action disengage and flee back into room 15 (speed 35), stopping behind either half-cover or 3/4 cover if available, hopefully out of walking distance of the undead. At that point, Tabaqui will loose his flaming arrow (and miss) at the nearest mummy in range.
This post has potentially manipulated dice roll results.
Calner will spend 2 sorcery points to use Quicken spell metamagic and cast Scorching Ray as a bonus action, firing a ray at each of mummy B, C, and D. He will follow that up by casting the cantrip Blade Ward and trying to move back out of the room.
Scorching Ray at mummy B: Attack: 24 Damage: 5
Scorching Ray at mummy C: Attack: 12 Damage: 8
Scorching Ray at mummy D: Attack: 9 Damage: 8
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
*If either attack lands on the Mummies they now have disadvantage on attack rolls against targets other than Safeguard until the start of my next turn.
Based on the map, Tabaqui simply couldn't have been 40ft away and made a line of sight attack. I was fine with it in theater of the mind, and forgot about that decision once the map was requested, further complicated by the 2 round firing, so since he chose to oil an arrow in round 1, he wouldn't be targeted by the fists, but certainly could have been by the gaze. If I was going to go back and amend it, the resolution would be one of the mummies looks at him instead of 2 pairs of 2 on 1 gazing. I'm not doing that, so just ignore the attack.
Marlyth's flavor text did suggest to me that her action was ritual casting detect magic. I guess that's not the case.
<By the way I figured out the autocorrect error. it was "ne'ery a hair" which was both affecting Lothar's accent and a bald joke. Stupid autocorrect>
These mummies are not much of a threat to anyone, so I'm not being very crunchy about it. In fact, you've already killed them all (again).
With fiery blasts and thunderous fists, the adventurers dispatch the last of the dead wizards, risen from their tombs.
The crypts are fairly sparely appointed, as the wizards interred here left their belongings to the library and their apprentices. Still, a few silver vases, golden urns, and goblets, altogether worth 300 gp, can be found here. Area 16C includes a small obsidian statue of a medusa with emerald eyes worth 425 gp.
What is it they were trying to protect when they sealed themselves away those many years ago? And where has it gone? Perhaps the slumbering Mailvar knows. Or perhaps one of the teleportation circles in the library can be activated again.
This is the end of chapter one - In Scarlet Flames. Figuring out what you do here will lead to chapter 2. There are several threads to pull to get you there.
Wen goes around pocketing trinkets and baubles from the library, anything interesting or out of place. She will wanderer onto one of the teleportation circles and begin a complicated game of 'hopscotch' across it to see if it does anything.
Angus suggests that the party take a short rest and recoup some of their strength. He can lay hands on the wizard to give him enough strength to answer questions, if the other party members think that is a good idea
Rollback Post to RevisionRollBack
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Both of Angus's strikes land and the mummy is scorched (con save if he still stands at start of his turn)
Weneon's dart lands and sticks in the mummy's shoulder, which does little to impede thi shuffling groaning corpse, but in a flash she strikes twice more, moving far faster than the undead wizard. The mummy's bones crack with each blow, but it yet stands, ready to attack.
<Tabaqui- there is a specific mechanic for applying oils or poison to weapons in 5e; it takes an action to do so. You can either use the action to coat ammunition this round and fire it next round, or forego the oil and shoot the arrow this round. Your choice>
Safeguard sees the mummies and says, "Ooooo. I wonder what history exists in these mummies. Who were they? What did they do in life? How did they die? How are they animated?... Oh right, they are a threat... I should probably stop them first..."
He attempts to position himself between 2 mummies and throws 2 punches that targets 2 different Mummies.
1st Attack: Thunder Gauntlets - 27 > Damage: 11
2nd Attack: Thunder Gauntlets - 13 > Damage: 13
*If either attack lands on the Mummies they now have disadvantage on attack rolls against targets other than Safeguard until the start of my next turn.
Vrah Religion/History check to see if he knows anything about these zombies: 4
Vrah grins at the zombies and strides up to the closest one, "Thayan thrall begone from my sight." As he recklessly attacks.
Greatsword: Attack: 18 Damage: 11
Greatsword: Attack: 14 Damage: 16
Marlyth has been observing the appearance and features of the Red Wizard since the time Vrah had dropped him on the floor as if he delivered a burden. She would be careful to inspect the hairstyle of the wizard in order to confirm his allegiance according to the information provided by Lothar.
"...they wear a nasty hair...no hat..."
If the wizard still remains unconscious and incapacitated, she will wonder why he hasn't responded to the crash landing. Since she hasn't received any further information from Calner, she decides to run her own interrogation process while she is seen making invisible sign with her fingers as a somatic movement of her ritual casting of Detect Magic. Thus she attempts to maintain concentration on her previously cast spell, when she tries to diagnose the nature of his illness or if he's still under the influence of the magic that incapacitated him earlier.
"Beautiful creature, what should I do with you now? If my tribal mentors find you here, they're going to do nasty things with you."
Wisdom (Medicine): 21
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
(ooc: a few questions to help decide Calner's turn)
How are the mummies positioned?
Have any engaged our party in melee? If so, which ones? And is Calner now in melee range, or as he managed to stay out of their range?
What did the mummies do on round 1?
(my decisions for round 2 depend on some of the answers)
Tabaqui applies the oil to his ammunition, and foregoes an attack this round. <sorry. will you want me to reroll the attack/damage in round 2?>
Tabaqui - you can use your rolls from earlier for the next round.
Marlyth: ritual casting takes an extra 10 minutes. Combat rounds last 6 seconds. If you ritual cast, you won't be doing anything else until we'll after combat has ended.
The mummies are the deceased wizards who once inhabited the barrow and are now therein interred.
I don't know why I would have said they had weird hair. That seems like an autocorrect issue. (I usually do this on my phone). Red wizards are notably bald. It is a status symbol and thus they opt not to cover their heads even when the weather makes head coverings advisable. Sorry for any confusion this may have caused. This guy is very much a bald red wizard and if you ask him he'll tell you he's an upstairs ding evil wizard, it's his mentor whose turned her back on the red wizards in her personal quest for power.
The mummies have not acted yet, formally, but that's just because dnd is turn based combat. They very much will attack you. They do not have long range weapons and they are in a crypt hidden behind a wall under a hill. The room is small. It may be too small to fire an arrow without disadvantage, but I wasn't planning on bringing it up. Even noting that the rooms in maps they put in dungeons are usually too small for tactical combat, the specifics of this room make it pretty appropriate.
Let's say at the start of combat we have a mummy at each letter in 16, so we can just call the mummies A B C and D. Incidentally, the sinkhole the paladin s moi t saw ends in the tunnel you just passed through, which means you should have probably seen the dark.sky overhead when you did so. The description of the room didn't mention it, but it's true.
Edit: I know this thing looks like a drew it by hand, but it's actually I'm the module this way.
Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
A fist vs Vrah 12 for 10 bludgeoning and 9 necrotic
B fist v Weneon 18 for 7 bludgeoning and 5 necrotic
C fist v Safeguard (the one he hit his back) 16 for 5 bludgeoning and 11 necrotic
D fist v Tabaqui 20 for 10 bludgeoning and 11 necrotic
A and B Glare at Marlyth as they mindlessly claw at the nearer interlopers. C and D stare into the very soul of Calner.
Rotting Fist. Melee Weapon Attack:
If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours
Wen Con save 20
Calner WIS save vs. C: 21
Calner WIS save vs. D: 7
<Small point of order: Tabaqui <me> specified that he used his move to position 40 feet from nearest mummy. Does mummy D have enough movement in engage him in melee?>
Round 2
Either way, he will react with Uncanny Dodge, bonus action disengage and flee back into room 15 (speed 35), stopping behind either half-cover or 3/4 cover if available, hopefully out of walking distance of the undead. At that point, Tabaqui will loose his flaming arrow (and miss) at the nearest mummy in range.
[Reminder, any friendlies within 10ft of me get a +3 bonus to all saves]
Round 2
Angus is a little put out for being ignored by the undead, and continues to hew away at the mummy he previously attacked.
First longsword :Attack: 18 Damage: 13
Second longsword :Attack: 18 Damage: 13
Calner will spend 2 sorcery points to use Quicken spell metamagic and cast Scorching Ray as a bonus action, firing a ray at each of mummy B, C, and D. He will follow that up by casting the cantrip Blade Ward and trying to move back out of the room.
Scorching Ray at mummy B: Attack: 24 Damage: 5
Scorching Ray at mummy C: Attack: 12 Damage: 8
Scorching Ray at mummy D: Attack: 9 Damage: 8
Round 2
Safeguard the rotting hand and says, "Oh no oh no, not today my decomposing enemy."
He then throws another 2 punches, first at C then at D
1st Attack (C): Thunder Gauntlets - 11 > Damage: 8
2nd Attack (D): Thunder Gauntlets - 20 > Damage: 10
*If either attack lands on the Mummies they now have disadvantage on attack rolls against targets other than Safeguard until the start of my next turn.
Based on the map, Tabaqui simply couldn't have been 40ft away and made a line of sight attack. I was fine with it in theater of the mind, and forgot about that decision once the map was requested, further complicated by the 2 round firing, so since he chose to oil an arrow in round 1, he wouldn't be targeted by the fists, but certainly could have been by the gaze. If I was going to go back and amend it, the resolution would be one of the mummies looks at him instead of 2 pairs of 2 on 1 gazing. I'm not doing that, so just ignore the attack.
Marlyth's flavor text did suggest to me that her action was ritual casting detect magic. I guess that's not the case.
<By the way I figured out the autocorrect error. it was "ne'ery a hair" which was both affecting Lothar's accent and a bald joke. Stupid autocorrect>
These mummies are not much of a threat to anyone, so I'm not being very crunchy about it. In fact, you've already killed them all (again).
With fiery blasts and thunderous fists, the adventurers dispatch the last of the dead wizards, risen from their tombs.
The crypts are fairly sparely appointed, as the wizards interred here left their belongings to the library and their apprentices. Still, a few silver vases, golden urns, and goblets, altogether worth 300 gp, can be found here. Area 16C includes a small obsidian statue of a medusa with emerald eyes worth 425 gp.
What is it they were trying to protect when they sealed themselves away those many years ago? And where has it gone? Perhaps the slumbering Mailvar knows. Or perhaps one of the teleportation circles in the library can be activated again.
This is the end of chapter one - In Scarlet Flames. Figuring out what you do here will lead to chapter 2. There are several threads to pull to get you there.
Wen goes around pocketing trinkets and baubles from the library, anything interesting or out of place. She will wanderer onto one of the teleportation circles and begin a complicated game of 'hopscotch' across it to see if it does anything.
Angus suggests that the party take a short rest and recoup some of their strength. He can lay hands on the wizard to give him enough strength to answer questions, if the other party members think that is a good idea