Garnet and Lorell steal themselves against the giant rat ahead of Krom, who is now facing it head on after switching places with Ithelion. R1 doesn’t seem to care, as it lunges forward to attack the dwarf: Attack: 14Damage: 6
*the rats teeth gnaw on your chain mail but doesn’t pierce anything!
The other rats are sleeping soundly and so we are back to the brave dungeon delvers’ turns. Post as you like!
2 Lorell is going to go with the tried and true Frostbite on the closest Rat that is alive.
They are all still alive. Happy to retcon but could you either link the spell or put the DC in there next time? Makes it much easier. Con save for R1 - 4
R1 screeches has in pain as ice forms over its body. @Ithelion - we’ll say you’re able to move a bit to get a shot off around Krom. In other circumstances you might have disadvantage firing through an ally. R1 is impales by your arrow and dies ingloriously on the floor, it’s wretched life at an end.
@daemyar - you chop the sleeping R2 in half. It’s death is relatively blissful, albeit gory. In this situation you would have an automatic critical hit (auto crit) as long as your in melee range. Your damage though, is enough to easily kill the rat.
Krom, Lorell, Garnet you’re up! R3 is sleeping still and is a bit further from you all so you’ll have to move to get there.
@krom - the sleeping rat is easily killed by your handaxe.
End of Combat
The party pants after their exertion, breath steaming in the damp and cold dungeon. Ahead of you to the north there are 6 holding cells (3 on either side) in the hallway. Beyond that there is another room and you can just make out the fountain mentioned before (it looks similar to the previous one, where you filled the vial up). Currently, to your right and slightly behind you all, is the caved in section of structure; to your left and behind you is a closed wooden door. Post #1331 has a map.
Garnet will examine the area for other threats or anything that may be important. Then share her findings with the group. However she will not interact with the fountain.
You make your way up the hallway and, despite the rats you just fought having been lying in wait for you, you aren't quiet about it. This time, no additional beasties jump out at you from the cells and they seem unoccupied. You get to the entrance of this new fountain room and stop. A faint rotten stench pervades the room. As you look around you see a big fountain with a carved image of a diving dragon, two pit traps, and a door to the west.
Before you lies one of the great pits - you recognize it immediately as another trap pit - but this one has been disabled by a large boulder forced into the mechanism. 20 feet below you see sharp iron spikes and some dead things - some long dead, some recent.
Straight ahead is a very similar fountain to the one you previously saw.
You look around the area: other than the fountain, you see what looks like another similar spike trap pit that has been disabled as well off to your left.
Nestled behind the trap is another closed, wooden door.
@daemyar - you bound over to the fountain, vial at the ready. You look expectantly at Ithelion and then realizing she is walking away to investigate the cells, you scowl.
@krom - you notice tracks on the ground - humanoid and rat. They all skirt around the pit along the sides, where there is a narrow, two-foot walkway. (all: if you'd like more detail, roll a survival check please).
@garnet - other than the traps you don't see anything hostile or dangerous. I don't see your roll so I'm guessing it's for perception, in this case I will use your passive (11). Again, you don't see much other than the obvious things in the room: the fountain and the traps. You assume the fountain to be important based on your experience with the last one.
@ithelion - I'll use your check for the rooms and the fountain. The door to the west emits a horrible rotting smell when you approach it and listening carefully, you hear soft movement and some chittering noises. Based on your previous experience with them, you could reasonably assume these are more rats. You notice both types of tracks in the dust on the floor entering and exiting from the door. Re: the fountain. You notice some suspicious metallic tubes in the carved dragon's mouth, as well as a small rusted iron canister. Your eyes are drawn to the base of the fountain and looking carefully, you notice another inscription in Draconic: "Let there be death." Ruminating on this, you head to the cells to investigate. Looking around, you are able to find: 7 silver pieces, 10 gold pieces, and 2 small trinkets and gems worth about 5gp each.
Ithelion completes her systematic search, "Rats...again...and what a stink!" she says, grimacing.
Noticing Daemyar by the fountain she says to the group in general, "This one mentions mortality...maybe best to stand back if you are not collecting..."
She waits for people to move back then, when she and Daemyar both have flasks, says the phrase and holds her breath...
If you want to be in different positions then make sure you write it. For the theatre of the mind, Ithelion and Daemyar are currently up at the fountain waiting to collect with the vials, while you are all ten feet (2 squares) back from them, watching.
Ithelion completes her systematic search, "Rats...again...and what a stink!" she says, grimacing.
Noticing Daemyar by the fountain she says to the group in general, "This one mentions mortality...maybe best to stand back if you are not collecting..."
She waits for people to move back then, when she and Daemyar both have flasks, says the phrase and holds her breath...
As Ithelion says the phrase aloud in Draconic, Daemyar waits expectantly, vial ready, at the dragon’s mouth. There is a sharp metallic sound as the fountains magic activated. Instead of liquid, this time a green and yellow fog shoots out - poison!
@all - you are all caught in a 20 foot cube of poison. Take a constitution check (DC 10). On a fail, take 2 Poison damage and you are poisoned for 10 minutes. On a success, take half damage and be poisoned for 1 minute.
[you told everyone to stand back, in my post I said they were 10 feet back. No objections so I moved on. It’s why I asked for clarification, if needed. :) ]
Ithelion steels himself against the fog and is successful at resisting it - take 1 damage and poisoned for 1 minute.
Elosa screeches in anger as she is caught in the fog. There’s a snapping sound and she disappears, back to her pocket plane.
@lorell & @garnet - your turn. (If nothing in a few hours you’ll do the dodge
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Garnet and Lorell steal themselves against the giant rat ahead of Krom, who is now facing it head on after switching places with Ithelion. R1 doesn’t seem to care, as it lunges forward to attack the dwarf: Attack: 14 Damage: 6
*the rats teeth gnaw on your chain mail but doesn’t pierce anything!
The other rats are sleeping soundly and so we are back to the brave dungeon delvers’ turns. Post as you like!
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
2
Lorell is going to go with the tried and true Frostbite on the closest Rat that is alive.
If she can take a shot with her bow, ithelion will do so, but if not, then she casts Chill Touch at the awake one.
Attack: 23 Damage: 6
(( 3pts less damage if to crowded for bow ))
Seeing R2 and R3 asleep, Daemyar will run in to try to deal with R1
Attack: 24 Damage: 9
Paladin - warforged - orange
They are all still alive.
Happy to retcon but could you either link the spell or put the DC in there next time? Makes it much easier.
Con save for R1 - 4
R1 screeches has in pain as ice forms over its body.
@Ithelion - we’ll say you’re able to move a bit to get a shot off around Krom. In other circumstances you might have disadvantage firing through an ally. R1 is impales by your arrow and dies ingloriously on the floor, it’s wretched life at an end.
@daemyar - you chop the sleeping R2 in half. It’s death is relatively blissful, albeit gory. In this situation you would have an automatic critical hit (auto crit) as long as your in melee range. Your damage though, is enough to easily kill the rat.
Krom, Lorell, Garnet you’re up! R3 is sleeping still and is a bit further from you all so you’ll have to move to get there.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Krom will walk up to the last of the Rat and, with his handaxe, quickly finish it off.
Attack: 10 Damage: 7 Slashing
Be excellent to each other, and roll for initiative dudes!
Advantage roll: 9
Be excellent to each other, and roll for initiative dudes!
@krom - the sleeping rat is easily killed by your handaxe.
End of Combat
The party pants after their exertion, breath steaming in the damp and cold dungeon. Ahead of you to the north there are 6 holding cells (3 on either side) in the hallway. Beyond that there is another room and you can just make out the fountain mentioned before (it looks similar to the previous one, where you filled the vial up). Currently, to your right and slightly behind you all, is the caved in section of structure; to your left and behind you is a closed wooden door. Post #1331 has a map.
Where do you want to go, what do you want to do?
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Garnet will examine the area for other threats or anything that may be important. Then share her findings with the group. However she will not interact with the fountain.
Wisdom: 18
Daemyar is going to head up towards the fountain to be ready to snag more potion if it works like the last one.
Paladin - warforged - orange
Ithelion will examine the fountain for writing, but not read it aloud yet.
After that she will investigate the cells and room more thoroughly.
Perception: 16
Elosa Perception: 18
You make your way up the hallway and, despite the rats you just fought having been lying in wait for you, you aren't quiet about it. This time, no additional beasties jump out at you from the cells and they seem unoccupied. You get to the entrance of this new fountain room and stop. A faint rotten stench pervades the room. As you look around you see a big fountain with a carved image of a diving dragon, two pit traps, and a door to the west.
Before you lies one of the great pits - you recognize it immediately as another trap pit - but this one has been disabled by a large boulder forced into the mechanism. 20 feet below you see sharp iron spikes and some dead things - some long dead, some recent.
Straight ahead is a very similar fountain to the one you previously saw.
You look around the area: other than the fountain, you see what looks like another similar spike trap pit that has been disabled as well off to your left.
Nestled behind the trap is another closed, wooden door.
@daemyar - you bound over to the fountain, vial at the ready. You look expectantly at Ithelion and then realizing she is walking away to investigate the cells, you scowl.
@krom - you notice tracks on the ground - humanoid and rat. They all skirt around the pit along the sides, where there is a narrow, two-foot walkway. (all: if you'd like more detail, roll a survival check please).
@garnet - other than the traps you don't see anything hostile or dangerous. I don't see your roll so I'm guessing it's for perception, in this case I will use your passive (11). Again, you don't see much other than the obvious things in the room: the fountain and the traps. You assume the fountain to be important based on your experience with the last one.
@ithelion - I'll use your check for the rooms and the fountain. The door to the west emits a horrible rotting smell when you approach it and listening carefully, you hear soft movement and some chittering noises. Based on your previous experience with them, you could reasonably assume these are more rats. You notice both types of tracks in the dust on the floor entering and exiting from the door. Re: the fountain. You notice some suspicious metallic tubes in the carved dragon's mouth, as well as a small rusted iron canister. Your eyes are drawn to the base of the fountain and looking carefully, you notice another inscription in Draconic: "Let there be death." Ruminating on this, you head to the cells to investigate. Looking around, you are able to find: 7 silver pieces, 10 gold pieces, and 2 small trinkets and gems worth about 5gp each.
What would you like to do now?
Map (5ft squares, as per usual)
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Ithelion completes her systematic search, "Rats...again...and what a stink!" she says, grimacing.
Noticing Daemyar by the fountain she says to the group in general, "This one mentions mortality...maybe best to stand back if you are not collecting..."
She waits for people to move back then, when she and Daemyar both have flasks, says the phrase and holds her breath...
LOL - the suspense - love it!
If you want to be in different positions then make sure you write it. For the theatre of the mind, Ithelion and Daemyar are currently up at the fountain waiting to collect with the vials, while you are all ten feet (2 squares) back from them, watching.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
As Ithelion says the phrase aloud in Draconic, Daemyar waits expectantly, vial ready, at the dragon’s mouth. There is a sharp metallic sound as the fountains magic activated. Instead of liquid, this time a green and yellow fog shoots out - poison!
@all - you are all caught in a 20 foot cube of poison. Take a constitution check (DC 10). On a fail, take 2 Poison damage and you are poisoned for 10 minutes. On a success, take half damage and be poisoned for 1 minute.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Ithelion attempts to leap out of the way.
Con Save: 20
Thankfully she was already holding her breath and escaped most of the ill-effects.
Elosa too I’m afraid.
poisoned
Luckily, time has dimmed the poison’s toxicity and rendered it relatively harmless.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Hey! Ithelion told everyone to get out...that includes Elosa! (( Con save, if needed: 18 ))
[you told everyone to stand back, in my post I said they were 10 feet back. No objections so I moved on. It’s why I asked for clarification, if needed. :) ]
Ithelion steels himself against the fog and is successful at resisting it - take 1 damage and poisoned for 1 minute.
Elosa screeches in anger as she is caught in the fog. There’s a snapping sound and she disappears, back to her pocket plane.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons