"floating skulls, corrosive slimes, quick fairies, i think things will just keep getting worse the more we walk. I am Skarias, your help is greatly appreciated."
//can i do a intelligence check to see if i recognize the skulls?
(OOC: Regarding a short rest... It will cause Alaster's protector cannon to expire again, so he will be very short on resources from here out. However, I know that some people need the healing so it's up to y'all. My vote is for no rest.)
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“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Arcana greater than 15 would recognize them as flameskull
The group prepares to move onward to the next chamber. Please roll initiatives and state what you do as you enter. I will get the map updated and ready to go.
Davis strides in at the front of the group, his glaive in hand. Initiative: 14
This post has potentially manipulated dice roll results.
Moving into the next chamber you find an empty room. As you look around though a spirit comes through the southern wall. The ghost turns its horrifying visage on you, then disappears back through the southern wall.
Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Everyone is up now, the other two ghosts come after the group in initiative. You all must make the above save vs horrifying visage. Currently there are no enemies to attack.
Alaster manages to resist the frightening effect and seeing that the ghost can seemingly retreat into the walls with no harm, the half-elf readies his boomstick to shoot an icicle at the first enemy to show themselves.
Move: None
Bonus Action: None
Action: ReadyBoomstick (Icicle) (Trigger: First enemy to become visible) (Against first enemy to become visible) Attack: 19 Damage: 14
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“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
This post has potentially manipulated dice roll results.
Wisdom Save 9
Frightened, Hoghead begins looking around frantically for where the ghost went. "I - I don't know what the hell I'm doing here. Why did I even get into this? I can't hit a ghost with a hammer! We're all going to die in here!"
skarias manages to resist the horrifing visage, he looks at where the ghost went, ready to cast turn undead alongside tydir. he notices hoghead in his panicked state, rushing to his side "calm down! recompose yourself, we are together, there's no need for fear!"
Davis (blessed) Wis save: 17 Plus bless of: 4 Davis will stride into the center of the chamber, and grow to giant-size again.
Tydir (blessed) holds his Hammer out in front of him, readying Turn Undead for when the first Ghost appears
hoghead (blessed) Bless roll: 3 . If above is 4,then you are not frightened. Remember you have bless active on you, cast by skarias. You need a 4 though, as dC is 13 and you rolled a 9.
Alaster Readies his boomstick to shoot an icicle at the first enemy to show themselves.
Alaster's Readied action... Sends a blast of cold at gh1, and hits. The ghost does not seem at all affected by the cold though, the spell doing no harm to the ghost at all. (Immune to cold.)
Back to group initiative. The ghosts have all disappeared back through the wall, and will be gone for 1 minute. The door to the next chamber is unable to be opened by any means. How do you spend your next minute?
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"floating skulls, corrosive slimes, quick fairies, i think things will just keep getting worse the more we walk. I am Skarias, your help is greatly appreciated."
//can i do a intelligence check to see if i recognize the skulls?
Arcana or religion to recognize the skulls.
Religion test 20
"Alaster." The half-elf introduces himself with a nod. He takes a closer look at the skulls with skarias to attempt to identify them as well.
Arcana: 13
(OOC: Regarding a short rest... It will cause Alaster's protector cannon to expire again, so he will be very short on resources from here out. However, I know that some people need the healing so it's up to y'all. My vote is for no rest.)
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
(I vote no rest and we roll)
Tydir, pleasure to meet you - even if yer a fool to 'ave wandered in here alone we're glad to have yer sword at our side.'
Arcana greater than 15 would recognize them as flameskull
The group prepares to move onward to the next chamber. Please roll initiatives and state what you do as you enter. I will get the map updated and ready to go.
Davis strides in at the front of the group, his glaive in hand. Initiative: 14
Tydir casts Guidance on Davis and tries to stay near the middle of the group.
Initiative 11
skarias will, as always, stay on the back, Casting Bless on Davis, Hoghead and Tydir
initiative: 15
Initiative 8
"OK, lets keep pushing. I don't mind going through the next door first."
Alaster Initiative: 7
Alaster will also give his cannon enough pumps to ensure that everyone in the party is going into this next fight with 13 Temporary HP.
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Moving into the next chamber you find an empty room. As you look around though a spirit comes through the southern wall. The ghost turns its horrifying visage on you, then disappears back through the southern wall.
Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Everyone is up now, the other two ghosts come after the group in initiative. You all must make the above save vs horrifying visage. Currently there are no enemies to attack.
Map
Wisdom Save: 14
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Alaster manages to resist the frightening effect and seeing that the ghost can seemingly retreat into the walls with no harm, the half-elf readies his boomstick to shoot an icicle at the first enemy to show themselves.
Move: None
Bonus Action: None
Action: Ready Boomstick (Icicle) (Trigger: First enemy to become visible)
(Against first enemy to become visible) Attack: 19 Damage: 14
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Wisdom Save: 18
Tydir holds his Hammer out in front of him, readying Turn Undead for when the first Ghost appears
Wisdom Save 9
Frightened, Hoghead begins looking around frantically for where the ghost went. "I - I don't know what the hell I'm doing here. Why did I even get into this? I can't hit a ghost with a hammer! We're all going to die in here!"
Wisdom save: 11
skarias manages to resist the horrifing visage, he looks at where the ghost went, ready to cast turn undead alongside tydir. he notices hoghead in his panicked state, rushing to his side "calm down! recompose yourself, we are together, there's no need for fear!"
skarias
Readies turn undead.
Davis (blessed)
Wis save: 17 Plus bless of: 4
Davis will stride into the center of the chamber, and grow to giant-size again.
Tydir (blessed)
holds his Hammer out in front of him, readying Turn Undead for when the first Ghost appears
hoghead (blessed)
Bless roll: 3
. If above is 4,then you are not frightened. Remember you have bless active on you, cast by skarias. You need a 4 though, as dC is 13 and you rolled a 9.
Alaster
Readies his boomstick to shoot an icicle at the first enemy to show themselves.
The three ghosts come out, and Turn undead is activated by two of the group. Wis saves:
gh 1 ... 2 and 9
gh 2 ... 18 and 16
gh 3 ... 19 and 21
Alaster's Readied action...
Sends a blast of cold at gh1, and hits. The ghost does not seem at all affected by the cold though, the spell doing no harm to the ghost at all. (Immune to cold.)
Back to group initiative. The ghosts have all disappeared back through the wall, and will be gone for 1 minute. The door to the next chamber is unable to be opened by any means. How do you spend your next minute?