Anyone within the green circle, who csn see the gorgon atthe start of their turn, make a DC14 Con save at the start of your turn. On a failed save, you are restrained as you start to turn to stone, until the end of your next turn when you csn make another save to try and recover, or becoming petrified on a second failure. A failure on the first save results in instant petrification.
(I don't understand... does the first failure immediately petrify you, or simply restrain you for one turn and then you get to save again?)
(Also, reminder, all friendly creatures within 10 feet of Angus receive a +3 to all saves due to Aura of Protection feature)
Edit: If the first failure is 5 or more below the save DC, instant petrification, so DC10 would mean immediately turned to stone on a 1-5. It is essentially a critical fail, but any 2 consecutive fails have the same effect. (Looks like failed my typing check in the earlier post explaining this mechanic).
You can just wait to make your saves on yiur turn. I'll justify: one of the gorgon's legendary actions is movement, and the effect only applies if you start your turn and csn see her eyes within 30ft, so if she moves between now and yiur turn, it's possible you will be out of harms way at the start of your turn, or vice versa.
Walks shuts her eyes and disengages to be next to Calner.
Walks can close her eyes in her turn, but she still has to make the save or be restrained, meaning her speed becomes zero she can still Acton this round, though.
This post has potentially manipulated dice roll results.
<retroactive>
Calner manages to find a space between Hamish's legs to blast the skeletal horror and the gorgon with a lightning bolt. The former takes the brunt if the blast, while the gorgon is barely singed by the jolt.
This post has potentially manipulated dice roll results.
"Not.... today!" Hamish cringes as he resists turning to stone after less than an hour since his last bout with the curse, more than a half century endured.
He hoists his axe and swings at the bone creature twice. Both strikes land sadly, scattering bits of bones across the water and throughout the cavern. The horror is no more.
Walks shuts her eyes and disengages to be next to Calner.
Walks can close her eyes in her turn, but she still has to make the save or be restrained, meaning her speed becomes zero she can still Acton this round, though.
CON save 16
Rollback Post to RevisionRollBack
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
This post has potentially manipulated dice roll results.
Since she cannot move to disengage and closing her eyes would do nothing, Walks will cast Toll the Dead at the gorgon DC 16 WIS save or take 6 necrotic, 15 if already injured.
Rollback Post to RevisionRollBack
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
Important note re: gorgons. It's more of a gaze than an aura, so while it's much easier for me to draw the circle, consider that the threat area, a wedge I'll call 120 degrees (as for human) is the actual effect area and jt lies somewhere in that circle. The point being, if you sneak up behind her, the effect doesn't hit you, but if you make a noise and she turns, it does (mechanically at rhe start of your turn).
This post has potentially manipulated dice roll results.
Under cover of darkness, when Marlyth moves toward Angus, the gorgon slithers toward Walks, who casts a spell filling the room with the echoes of somber bells 🔔 . Amid this noise, she slashes the leporine cleric with her vicious claws.
19 for 17 slashing
"The bell tolls for thee!" She shouts, then sobs and wails: "Kathikon!"
This post has potentially manipulated dice roll results.
The water begins to churn and splash once more, surging from the pool and splashing those with 5ft: Walks , Tauzen and Hamish make DC14 Dex saves or get poison water in eyes and mouths. But, since they're in the aoe of Darkness, they are blinded and fail automatically, so roll a DC14 Con save for ½ of 2 poison damage.
(I don't understand... does the first failure immediately petrify you, or simply restrain you for one turn and then you get to save again?)
(Also, reminder, all friendly creatures within 10 feet of Angus receive a +3 to all saves due to Aura of Protection feature)
Edit: If the first failure is 5 or more below the save DC, instant petrification, so DC10 would mean immediately turned to stone on a 1-5. It is essentially a critical fail, but any 2 consecutive fails have the same effect. (Looks like failed my typing check in the earlier post explaining this mechanic).
You can just wait to make your saves on yiur turn. I'll justify: one of the gorgon's legendary actions is movement, and the effect only applies if you start your turn and csn see her eyes within 30ft, so if she moves between now and yiur turn, it's possible you will be out of harms way at the start of your turn, or vice versa.
Now, @Walks and @Tauzen, it's your turn.
Walks shuts her eyes and disengages to be next to Calner.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
(Tauzan already rolled for start of his turn and is restrained.)
As Tauzan feels himself restrained and turning to stone, he calls out, "I may need a bit of help here."
With nothing in attack range and unable to move, he takes the Dodge action.
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Walks can close her eyes in her turn, but she still has to make the save or be restrained, meaning her speed becomes zero she can still Acton this round, though.
<retroactive>
Calner manages to find a space between Hamish's legs to blast the skeletal horror and the gorgon with a lightning bolt. The former takes the brunt if the blast, while the gorgon is barely singed by the jolt.
Dex saves
SH 21
G 19
Hamish save vs. Petrifying gaze: 16
"Not.... today!" Hamish cringes as he resists turning to stone after less than an hour since his last bout with the curse, more than a half century endured.
He hoists his axe and swings at the bone creature twice. Both strikes land sadly, scattering bits of bones across the water and throughout the cavern. The horror is no more.
22 for 17
12 for 18
The snakes bite Marlyth again (legendary action) 26 for 7 + poison 10 DC10 Con save for ½.
Marlyth and Angus are up. Then Calner again.
Marlyth's Constitution Saving Throw x Poison Damage: 7
Marlyth casts Darkness on the Gorgon, and moves towards the affected party members while letting the snakes occupy her space.
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
Round 2
(Since SH is gone will re-do actions)
CON Save 10
Angus will turn and lay hands on Hamish for 45 hp healing, and then move southward attempting to avoid the gorgon's aura.
Reminder:Stay within 10 feet of Angus for +3 bonus to saves.
CON save 16
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Since she cannot move to disengage and closing her eyes would do nothing, Walks will cast Toll the Dead at the gorgon DC 16 WIS save or take 6 necrotic, 15 if already injured.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Important note re: gorgons. It's more of a gaze than an aura, so while it's much easier for me to draw the circle, consider that the threat area, a wedge I'll call 120 degrees (as for human) is the actual effect area and jt lies somewhere in that circle. The point being, if you sneak up behind her, the effect doesn't hit you, but if you make a noise and she turns, it does (mechanically at rhe start of your turn).
TtD save: 21
Under cover of darkness, when Marlyth moves toward Angus, the gorgon slithers toward Walks, who casts a spell filling the room with the echoes of somber bells 🔔 . Amid this noise, she slashes the leporine cleric with her vicious claws.
19 for 17 slashing
"The bell tolls for thee!" She shouts, then sobs and wails: "Kathikon!"
Shoot. Forgot to move Angus. How far does he want to go? Full speed 30ft?
The water begins to churn and splash once more, surging from the pool and splashing those with 5ft: Walks , Tauzen and Hamish make DC14 Dex saves or get poison water in eyes and mouths. But, since they're in the aoe of Darkness, they are blinded and fail automatically, so roll a DC14 Con save for ½ of 2 poison damage.
Hamish: Dex 4 Con 7
Tabaqui is up
(To clarify, the con save is against poison damage, not against being petrified)
Angus is against the southern wall.
If anyone missed it, the outer circle is the wall of an area that had some rooms you explored.
So since Tabaqui does not start his turn in line of sight of the gorgon, no CON save.
He will dart out from behind Hamish, fire another arrow at the gorgon and hide again behind the bulk of the giant.
(Unclear whether gorgon is still in darkness or not)
Shortbow Attack: 29 Damage: Unable to parse dice roll. + 24 sneak attack all nonmagical piercing
Edit: rerolling attack roll for disadvantage, use lesser of the two rolls: 14