Since Oorr doesn't know what to do with tombs and such, and the feathers are starting to itch, he and Zippy go open the other door.
Four stone sarcophagi lie in the corners of this small room. The lid of each sarcophagus bears the sculpted image of a robed human figure in repose. The bodies of five duergar lie on the ground, each one dead, with the same dry husk look, devoid of fluids that you saw in Jeth outside the tomb.
As his elders and family had taught him in his clan, Valrish decides to not mess with the tomb. It would be disrespectful to the dead to do so. He instead goes with Oorr to the other door.
Rollback Post to RevisionRollBack
PbP Characters Valrish (Dragonborn // Barbarian 6) - Out of the Abyss - play by post
This post has potentially manipulated dice roll results.
After seeing the corpses and hearing the voice again, Oorr will check the sarcophagi and the wall of the small room. There must be a sign of what happened here. Investigation 3
Belwar, you study the canopic jars and do the math. There are organs belonging to four humanoids in total here. Further, a close inspection of the black sarcophogus reveals that while the lid looks very heavy, there is some magic that has reduced the weight. It could easily be removed.
After seeing the corpses and hearing the voice again, Oorr will check the sarcophagi and the wall of the small room. There must be a sign of what happened here. Investigation 17
Oorr checks the walls and floors around the sarcophagi. He notices that the one in the Northeast corner appears to be raised on stone rollers. A gentle push is all it takes to roll the sarcophogi aside revealing stairs down to another room. Before you have time to see what is below, four Specters arise, one from each sarcophagus, and each one uttering a bone curdling screeching howl as they attack.
This post has potentially manipulated dice roll results.
"All right, they're specters. The only ones here who can bypass their defenses are Grimnir and Oorr. Grimnir, don't bother trying to punch them; just bash them with your mace. Oorr, stick to your magic dagger." When my turn comes up, I frostbite an uninjured specter for 3 (OOC: and no side effect, because they use spell attacks and frostbite only effects weapon attacks).
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
(OOG Grimnir can jump in at the appropriate place after he rolls)
The specters currently float above their respective sarcophagus, so one above each in the room numbered 3. Oorr is by the bottom right hand (NE) sarcophagus which has been rolled aside revealing stairs below. Belwar was in Room 4 investigating but came out to identify the wailing, and the rest of you are probably somewhere in between the rooms. Everyone heard the wailing as the specters emerged, so no one is surprised.
While Zippy goes climbing up to the ceiling, Oorr unsheaths the magical dagger and squawks magical words to call upon wind magic (Zephyr Strike). The magic guides his first strike toward the spectre closest to the entrance of the room, then a second thrust, in a quick succession.
Attack: 16 Damage: 13 Attack: 24 Damage: 7
Oorr will then fly out of the spectres' reach (No opportunity attacks because of Zephyr Strike).
The magical dagger carves through the specter, eliciting a scream more deafening than any of the previous howls. It reaches for the Aarakocra in retaliation, but Oorr moves swift as the wind, retreating to the back of the hallway. The specters fan out, one of them reaching up to Zippy, and the other three floating into the main hallway where the rest of the party is on guard.
Specter 1: Life Drain on Zippy. Attack: 22 Damage: Unable to parse dice roll. Specter 2: Life Drain on Eldeth. Attack: 5 Damage: 7 Specter 3: Life Drain on Valrish. Attack: 6 Damage: 12 Specter 4: Life Drain on Grimnir. Attack: 19 Damage: 15
Life Drain: If hit, the target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
This post has potentially manipulated dice roll results.
CON Save: 18
As Belwar has said nothing to him, Valrish decides to swing his greataxe has he normally would, raging because of the damage he's taken, and eldeth decides to use her daggers to avoid hitting her comrades with her arrows.
the attack leaves Grimnir shivering, his veins feel cold but by meditation he manage to warm up his body. Quickly, Grimnir takes his mace infused with a green light and swing it twice to the specters.
23 damage bludg 7 + 1 Fire damage 6 damage bludg 6 + 1 fire damage
“This could be hurting. You are not hitting me again”. Using his old technique of Patient Defense, the movement if the dwarf become more blurry. “I used this method when the master was throwing things at me, always worked!” (OOC: bonus action, 1ki point, attack at disadvantage against me) Grimnir will step back a bit and be out of melee reach (no OOA)
Jimjar stays far from the reach of these creatures and releases 2 arrows.
shortbow1: 23 damage pierc 4 shortbow2: 18 damage pierc 6 sneak attack: 9 Then he tries to hide: sneak 24
Oorr's magical dagger carves through the first specter that is harassing Zippy, and it dissolves away with a wail that echoes against the tomb walls. The remaining specters focus on their targets.
Specter 2: Life Drain on Eldeth. Attack: 7 Damage: Unable to parse dice roll. Specter 3: Life Drain on Valrish. Attack: 20 Damage: 9 Specter 4: Life Drain on Grimnir. Attack: 5 Damage: 12
Life Drain: If hit, the target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Meanwhile, I'm busy investigating the area around the first door.
Investigation for no particular reason: 27
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Four stone sarcophagi lie in the corners of this small room. The lid of each sarcophagus bears the sculpted image of a robed human figure in repose. The bodies of five duergar lie on the ground, each one dead, with the same dry husk look, devoid of fluids that you saw in Jeth outside the tomb.
The whole layout so far.
As his elders and family had taught him in his clan, Valrish decides to not mess with the tomb. It would be disrespectful to the dead to do so. He instead goes with Oorr to the other door.
PbP Characters
Valrish (Dragonborn // Barbarian 6) - Out of the Abyss - play by post
PbP DMing
SPANISH - Storm King's Thunder
Oorr goes back to the group and, with a sad voice, says: "The other duergar are here. Same fate as their leader."
Oorr, as you exit the room with the 4 sarcophagi, you here the voice in your head again, "Please! Don't leave! I'm here, below!"
After seeing the corpses and hearing the voice again, Oorr will check the sarcophagi and the wall of the small room. There must be a sign of what happened here.
Investigation 3
Belwar, you study the canopic jars and do the math. There are organs belonging to four humanoids in total here. Further, a close inspection of the black sarcophogus reveals that while the lid looks very heavy, there is some magic that has reduced the weight. It could easily be removed.
Oorr checks the walls and floors around the sarcophagi. He notices that the one in the Northeast corner appears to be raised on stone rollers. A gentle push is all it takes to roll the sarcophogi aside revealing stairs down to another room. Before you have time to see what is below, four Specters arise, one from each sarcophagus, and each one uttering a bone curdling screeching howl as they attack.
Roll Initiative!
Specters 14
Oorr Initiative 20
Initiative: 10
PbP Characters
Valrish (Dragonborn // Barbarian 6) - Out of the Abyss - play by post
PbP DMing
SPANISH - Storm King's Thunder
"All right, they're specters. The only ones here who can bypass their defenses are Grimnir and Oorr. Grimnir, don't bother trying to punch them; just bash them with your mace. Oorr, stick to your magic dagger." When my turn comes up, I frostbite an uninjured specter for 3 (OOC: and no side effect, because they use spell attacks and frostbite only effects weapon attacks).
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Round 1
20 Oorr/Zippy/Rumpadump
14 Specters
12 Valrish/Eldeth
09 Belwar/Derendil
?? Grimnir/Jimjar
(OOG Grimnir can jump in at the appropriate place after he rolls)
The specters currently float above their respective sarcophagus, so one above each in the room numbered 3. Oorr is by the bottom right hand (NE) sarcophagus which has been rolled aside revealing stairs below. Belwar was in Room 4 investigating but came out to identify the wailing, and the rest of you are probably somewhere in between the rooms. Everyone heard the wailing as the specters emerged, so no one is surprised.
Rumpadump goes staying in the next room.
While Zippy goes climbing up to the ceiling, Oorr unsheaths the magical dagger and squawks magical words to call upon wind magic (Zephyr Strike). The magic guides his first strike toward the spectre closest to the entrance of the room, then a second thrust, in a quick succession.
Attack: 16 Damage: 13
Attack: 24 Damage: 7
Oorr will then fly out of the spectres' reach (No opportunity attacks because of Zephyr Strike).
The magical dagger carves through the specter, eliciting a scream more deafening than any of the previous howls. It reaches for the Aarakocra in retaliation, but Oorr moves swift as the wind, retreating to the back of the hallway. The specters fan out, one of them reaching up to Zippy, and the other three floating into the main hallway where the rest of the party is on guard.
Specter 1: Life Drain on Zippy. Attack: 22 Damage: Unable to parse dice roll.
Specter 2: Life Drain on Eldeth. Attack: 5 Damage: 7
Specter 3: Life Drain on Valrish. Attack: 6 Damage: 12
Specter 4: Life Drain on Grimnir. Attack: 19 Damage: 15
Round 1
20 Oorr/Zippy/Rumpadump
14 Specters (S1: 2/22; S2: 22/22; S3: 22/22; S4 22/22)
12 Valrish/Eldeth
09 Belwar/Derendil
07 Grimnir/Jimjar
CON Save: 18
As Belwar has said nothing to him, Valrish decides to swing his greataxe has he normally would, raging because of the damage he's taken, and eldeth decides to use her daggers to avoid hitting her comrades with her arrows.
Valrish's attacks:
Attack: 8 Damage: 9
Attack: 15 Damage: 16
Eldeth's attacks:
Attack: 17 Damage: 8
Attack: 6 Damage: 8
PbP Characters
Valrish (Dragonborn // Barbarian 6) - Out of the Abyss - play by post
PbP DMing
SPANISH - Storm King's Thunder
Initiative: 7
constitution save: 12
the attack leaves Grimnir shivering, his veins feel cold but by meditation he manage to warm up his body. Quickly, Grimnir takes his mace infused with a green light and swing it twice to the specters.
23 damage bludg 7 + 1 Fire damage
6 damage bludg 6 + 1 fire damage
“This could be hurting. You are not hitting me again”. Using his old technique of Patient Defense, the movement if the dwarf become more blurry. “I used this method when the master was throwing things at me, always worked!” (OOC: bonus action, 1ki point, attack at disadvantage against me)
Grimnir will step back a bit and be out of melee reach (no OOA)
Jimjar stays far from the reach of these creatures and releases 2 arrows.
shortbow1: 23 damage pierc 4
shortbow2: 18 damage pierc 6
sneak attack: 9
Then he tries to hide: sneak 24
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
Grimnir’s attack lands solidly on the specters while the rest notice your weapons seem to be less effective swinging through the spectral bodies.
Round 2
20 Oorr/Zippy/Rumpadump
14 Specters (S1: 2/22; S2: 19/22; S3: 11/22; S4 8/22)
12 Valrish/Eldeth
09 Belwar/Derendil
07 Grimnir/Jimjar
Moving like a gentle zephyr, Oorr keeps striking the spectres with his magical dagger.
Attack: 18 Damage: Unable to parse dice roll.
Attack: 12 Damage: 5
Zephyr Strike 9 more rounds.
OOC If Oorr first strike kill S1, the second attack goes on S4.
Oorr's magical dagger carves through the first specter that is harassing Zippy, and it dissolves away with a wail that echoes against the tomb walls. The remaining specters focus on their targets.
Specter 2: Life Drain on Eldeth. Attack: 7 Damage: Unable to parse dice roll.
Specter 3: Life Drain on Valrish. Attack: 20 Damage: 9
Specter 4: Life Drain on Grimnir. Attack: 5 Damage: 12
Round 2
20 Oorr/Zippy/Rumpadump
14 Specters (S1: 0/22; S2: 19/22; S3: 11/22; S4 8/22)
12 Valrish/Eldeth
09 Belwar/Derendil
07 Grimnir/Jimjar