Strix, you catch Scupper's arrow deftly, and darkness returns to the pit. You can all see well enough with your darkvision, though.
Incantis, you (through Zhudala's eyes) follow the passage north; the tunnel looks very much like an old mine. The ceiling is only six feet high, and Zhudala can see the tunnel split into several different paths, some of which end rather quickly in partially-excavated rock faces.
OOC: Sorry...thought even darkvision was perception checks at disadvantage
OOC : It still is, so Scupper and Strix are hampered. Looks like Incantis has powered up though - Devil's Sight sees perfectly in darkness (including magical darkness) out to 120' - none of that "dim light is daylight, darkness is dim light" bullshit for him :D and as a Shadow Monk I'm jealous as ****!
For clarification, Incantis himself doesn't possess Devil's Sight, just when seeing through the familiar which has it. I hate the darkness/devil sight combo, not gonna play main character and do that to the rest of the party, but for scouting it's really useful. You should hold onto the arrow for actual light when we spot anything.
Rollback Post to RevisionRollBack
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Incantis' eyes return his normal iris-and-pupil-containing purple. "It looks like the path splits. There's two tunnels continuing north, and one each to the west and east that look caved in."The half-elf coughs violently, reverting to telepathy. "I say we investigate the cave-ins quickly, go up one tunnel ourselves and send Zhudala scurrying invisible up the other one." At his words, Zhudala flies back to his shoulder, turns into a spider, and fades out of sight.
You are still in pitch blackness unless you have a light source; which means you see as though in dim light and need to roll Perception checks with disadvantage. If you want to avoid this, you need to create a light source. The PHB reference is here: https://www.dndbeyond.com/sources/phb/adventuring#VisionandLight
Note this does apply to the imp as well; Devil's Sight only means that magical darkness doesn't block its sight, it doesn't confer anything like True Sight. However, it does have a much larger darkvision radius than the rest of you.
It will be really helpful if you make it clear whether you have a light source or not, and roll with or without disadvantage accordingly. I will do my best to remember and check too.
Dekhan nods as he listens to Incantis’ description of the tunnel. I can transfer the light to Talon and keep it sheathed while we’re moving stealthily. Vyerith warned us about traps, Strix, could you use your staff or that spear to probe ahead for triggers? That might help offset our limited vision here in the darkness. I don’t suppose anyone has a hooded lantern?
This post has potentially manipulated dice roll results.
Crawford has clarified that Devils Sight ignores darkness completely, including magical, but that may have been only in reference to the invocation, which is worded differently to the Imps sense. The PHB supports your version - apologies for the misunderstanding!
Strix throws the light arrow as far as he can in the general direction it was originally headed, then begins slowly probing for traps with his staff.
Yes, he has. It's really confusing - there's disagreement over how this applies to dim light, and whether the warlock's invocation Devil's Sight is the same as the imp's ability Devil's Sight.
I think it makes sense for imps to be able to see in the dark. So, therefore House Rule: Devil's Sight confers the ability to see in darkness and dim light as though in bright light, up to your darkvision radius, and applies to all abilities and traits with the name 'Devil's Sight'.
Oh damn, good catch on the darkvision rule, and thanks on the home ruling. It must be a weird holdover from the lowlight/darkvision from 3e. I'll make sure to note whether we have light when I make my checks with Incantis.
Incantis nods at Dekhan's plan, watching the light arrow make its way through the tunnel. He sends Zhudala up the righthand passage, poised to proceed up the lefthand with the party.
Rollback Post to RevisionRollBack
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Varinth, as things stand, you are in darkness, which through your inexplicable darkvision is dim light, so you need to roll with disadvantage
Zhudula heads up the passageway to the right, and the party gets to the junction
What Zhudula sees is a maze; not purpose built as such, but still, a mess of junctions and different passageways; there's no way of knowing how large it is until she flies further in. The tunnels are still quite low - six feet high - and appear to have been part of the old mine once.
Take a small rock...cast light on it. Put it on the top o' your fist. Cover it with yer thumb. When ye need light, lift yer thumb a touch. Need dark? Press yer thumb back over it.
Otherwise we're gonna be shite fer seeing anything and Incantus, yer bird can't fight for us. Vaz here is blind as a blind drunk...which he usually is but one what can see...err something.
Scupper takes aim so as not to hit the raven rad fires the light arrow North
As it passes, Strix catches the arrow and covers the head do as to makes best advantage of the birds devilish vision.
If Inky can see perfectly, there's no need to give away our position or draw attention to the familiar is my thinking
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Strix, you catch Scupper's arrow deftly, and darkness returns to the pit. You can all see well enough with your darkvision, though.
Incantis, you (through Zhudala's eyes) follow the passage north; the tunnel looks very much like an old mine. The ceiling is only six feet high, and Zhudala can see the tunnel split into several different paths, some of which end rather quickly in partially-excavated rock faces.
OOC: Sorry...thought even darkvision was perception checks at disadvantage
OOC : It still is, so Scupper and Strix are hampered. Looks like Incantis has powered up though - Devil's Sight sees perfectly in darkness (including magical darkness) out to 120' - none of that "dim light is daylight, darkness is dim light" bullshit for him :D and as a Shadow Monk I'm jealous as ****!
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
For clarification, Incantis himself doesn't possess Devil's Sight, just when seeing through the familiar which has it. I hate the darkness/devil sight combo, not gonna play main character and do that to the rest of the party, but for scouting it's really useful. You should hold onto the arrow for actual light when we spot anything.
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Incantis' eyes return his normal iris-and-pupil-containing purple. "It looks like the path splits. There's two tunnels continuing north, and one each to the west and east that look caved in." The half-elf coughs violently, reverting to telepathy. "I say we investigate the cave-ins quickly, go up one tunnel ourselves and send Zhudala scurrying invisible up the other one." At his words, Zhudala flies back to his shoulder, turns into a spider, and fades out of sight.
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
You are still in pitch blackness unless you have a light source; which means you see as though in dim light and need to roll Perception checks with disadvantage. If you want to avoid this, you need to create a light source. The PHB reference is here: https://www.dndbeyond.com/sources/phb/adventuring#VisionandLight
Note this does apply to the imp as well; Devil's Sight only means that magical darkness doesn't block its sight, it doesn't confer anything like True Sight. However, it does have a much larger darkvision radius than the rest of you.
It will be really helpful if you make it clear whether you have a light source or not, and roll with or without disadvantage accordingly. I will do my best to remember and check too.
Dekhan nods as he listens to Incantis’ description of the tunnel. I can transfer the light to Talon and keep it sheathed while we’re moving stealthily. Vyerith warned us about traps, Strix, could you use your staff or that spear to probe ahead for triggers? That might help offset our limited vision here in the darkness. I don’t suppose anyone has a hooded lantern?
Crawford has clarified that Devils Sight ignores darkness completely, including magical, but that may have been only in reference to the invocation, which is worded differently to the Imps sense. The PHB supports your version - apologies for the misunderstanding!
Strix throws the light arrow as far as he can in the general direction it was originally headed, then begins slowly probing for traps with his staff.
Perception 6
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Yes, he has. It's really confusing - there's disagreement over how this applies to dim light, and whether the warlock's invocation Devil's Sight is the same as the imp's ability Devil's Sight.
I think it makes sense for imps to be able to see in the dark. So, therefore House Rule: Devil's Sight confers the ability to see in darkness and dim light as though in bright light, up to your darkvision radius, and applies to all abilities and traits with the name 'Devil's Sight'.
Oh damn, good catch on the darkvision rule, and thanks on the home ruling. It must be a weird holdover from the lowlight/darkvision from 3e. I'll make sure to note whether we have light when I make my checks with Incantis.
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Incantis nods at Dekhan's plan, watching the light arrow make its way through the tunnel. He sends Zhudala up the righthand passage, poised to proceed up the lefthand with the party.
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Varitnh will keep to the back of the party and occasionally looking behind them. He also keeps an ear out for Soodis telltale grunting.
Perception: 4
Varinth, as things stand, you are in darkness, which through your inexplicable darkvision is dim light, so you need to roll with disadvantage
Zhudula heads up the passageway to the right, and the party gets to the junction
What Zhudula sees is a maze; not purpose built as such, but still, a mess of junctions and different passageways; there's no way of knowing how large it is until she flies further in. The tunnels are still quite low - six feet high - and appear to have been part of the old mine once.
Perception: 5
Vaz also applies Mage Armor 9/10 charges left
Varinth, you really barely see anything, which is hardly surprising since as a human you can't really see in darkness a lot of the time.
We could do like when we first met Dekhan...
Take a small rock...cast light on it. Put it on the top o' your fist. Cover it with yer thumb. When ye need light, lift yer thumb a touch. Need dark? Press yer thumb back over it.
Otherwise we're gonna be shite fer seeing anything and Incantus, yer bird can't fight for us. Vaz here is blind as a blind drunk...which he usually is but one what can see...err something.
Too right, Scup! Who wants to hold the rock? Someone stealthy with a keen eye?
"I'm happy to hold it, I have two free hands. And I agree with Scupper, my gift from Zhudun is augmentative, not to replace our own prowess."
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3