< I believe the sequence was: Tabaqui and Weneon dash through the mirror hallway. Weneon stayed to break mirrors, Tabaqui entered the lightning hallway, got zapped, went south around the corner.
Then Vrah, Calner and Safeguard were going to cross through the mirror hallway with their medallions. Once reaching the other side, Calner and Safeguard were going to give their medallions to Vrah, who would then walk back through mirror hallway (still wearing his medallion) to where Angus and Marlyth were waiting, and give the two medallions to them.
Then, Angus and Marlyth would cross through the mirror hallway.
(@Wile_E_Coyote, Marlyth took the medallion from Vrah at the intersection of the two hallways (marked 'M' in your map) and attempted to dash. But, the lightning trap was triggered by her and she left it there, then attacked the Stele in post #378. I hope this explanation makes sense and Marlyth already crossed the mirror hallway in round 1 which I stated in post #365.)
Calner will tie off his medallion with any others that are available to the end of the rope and let those who still need a medallion have a turn to get through the trapped hallway. He will then move down south and around that corner, out of the trapped hallway.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
I'd like to just keep it moving. I agree with Marlyths explanation in 384. So, anybody doing anything?
The authors want to create a challenging puzzle, not punish PCs by taking their hit points. So you've got a lightning stele, the mirror darts and rhe next hallway wirh the grooves in the walls. North and South hallways are identical. If you've seen1 you've seen both.
Angus will advance to the beginning of the north hallway and catch Weneon befores he goes too far. "Careful, little one. I bet something sharp and nasty comes out of those grooves in the walls.".
Marlyth picks up her Light Hammer from the ground and attempts to leave the corridor with the Stele (10 feet movement). She will remain sprawled on the floor near the entrance awkwardly...devoid of any kind of life force once the hormonal rush from the rage of the battle has ceased to exist while suffering from excruciating pain. Finally, when she's done with her performance, she will cast Cure Wounds on herself in order to heal the wound caused by the magical dart and regain 14 HP. (Spell Slot Level: 3)
"Weneon, do you want me to take a look at your wound? If I get some free time to spare, I will brew a herbal drink for you which might boost your immunity."
Angus says, "Well go on if you wish, just wanted to make sure you were aware of the risks."
Angus pulls out a javelin, and uses it to gingerly tap the floor and walls ahead of him as he slowly advances in the northern hall, watching the grooves for blades or other nastiness to emerge.
Last turn Calner would of reached about 3 squares into the hallway marked 4.
This turn he can reach the top square of where the 4 is on the map. It's about halfway down the hallway or more.
Saying to anyone else who chose this hallway, "Do you really think it's a good idea to split up like this?"
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
This post has potentially manipulated dice roll results.
Tabaqui seems to find himself alone in the southern hallway. He peeks back around the corner but sees no-one but the menacing stele. Well, I'm sure as hell not going back that way, he thinks. Onward it is.
The grooves scream "trap!" at him, so he will take care to Investigate the best he can, and look for a method of disarming any trap he finds.
Investigation:27
Thieves' tools to disarm: 12
And then he, too, will sprint down the hall, using his movement, and then his bonus action to dash, for a total of 70 feet.
Calner will tie off his medallion with any others that are available to the end of the rope and let those who still need a medallion have a turn to get through the trapped hallway. He will then move down south and around that corner, out of the trapped hallway.
The 4 I am referring to on the map is the one in the southern hallway. Calner moved toward this one last turn, so it only makes sense to continue from his last position. When I mentioned the top of the 4 I meant the top of the 2 squares where the 4 is printed on the southern hallway.
Hoping to be away from this confusing trap soon?
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
"Weneon, do you want me to take a look at your wound? If I get some free time to spare, I will brew a herbal drink for you which might boost your immunity."
"I'm good for now, but could probably use it later" she yells from down the hallway
This post has potentially manipulated dice roll results.
<I'll just tell you how the trap works and you can decide if it applies to you. I think gingerly strolling and ending up near the spot marked 4 will be an issue.>
Any creature that ends its turn within 20 feet of the center of the corridor is attacked by scything blades.
Single attack roll for anyone affected 22 for 25 slashing.
<If anyone not wearing a medallion is in 2 the stele goes off. Don't think that applies and if anyone is in the hallway marked 1, proximal to the iron arch, force darts from mirrors. I dont think either applies, just in case I missed someone.>
Anyone who made it past the center 3rd of the room or waited closer to the stele is not kn range of the blades.
For anyone who made it to the far end of hallway 4 (either one), you see around the corner another hallway. Halfway down this narrower corridor is an iron archway, five feet wide, set into one wall. Across from that is a one-foot-wide gap in the masonry of the opposite wall.
<The room is square. If one person went left and the other went right after after hall of mirrors, they'd be staring at each other right now.>
< I believe the sequence was:
Tabaqui and Weneon dash through the mirror hallway. Weneon stayed to break mirrors, Tabaqui entered the lightning hallway, got zapped, went south around the corner.
Then Vrah, Calner and Safeguard were going to cross through the mirror hallway with their medallions. Once reaching the other side, Calner and Safeguard were going to give their medallions to Vrah, who would then walk back through mirror hallway (still wearing his medallion) to where Angus and Marlyth were waiting, and give the two medallions to them.
Then, Angus and Marlyth would cross through the mirror hallway.
At least, that was the plan.>
(@Wile_E_Coyote, Marlyth took the medallion from Vrah at the intersection of the two hallways (marked 'M' in your map) and attempted to dash. But, the lightning trap was triggered by her and she left it there, then attacked the Stele in post #378. I hope this explanation makes sense and Marlyth already crossed the mirror hallway in round 1 which I stated in post #365.)
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
Calner will tie off his medallion with any others that are available to the end of the rope and let those who still need a medallion have a turn to get through the trapped hallway. He will then move down south and around that corner, out of the trapped hallway.
I'd like to just keep it moving. I agree with Marlyths explanation in 384. So, anybody doing anything?
The authors want to create a challenging puzzle, not punish PCs by taking their hit points. So you've got a lightning stele, the mirror darts and rhe next hallway wirh the grooves in the walls. North and South hallways are identical. If you've seen1 you've seen both.
Weneon would like to go to the hall opposite Tabaqui and shout "Race ya" before sprinting ahead
Angus will advance to the beginning of the north hallway and catch Weneon befores he goes too far. "Careful, little one. I bet something sharp and nasty comes out of those grooves in the walls.".
"Would you like me to lead the way?" Vrah asks?
So, did anyone dash? It's really unclear - if you could state how far you intend to move, it would be easier to determine what happens.
Marlyth picks up her Light Hammer from the ground and attempts to leave the corridor with the Stele (10 feet movement). She will remain sprawled on the floor near the entrance awkwardly...devoid of any kind of life force once the hormonal rush from the rage of the battle has ceased to exist while suffering from excruciating pain. Finally, when she's done with her performance, she will cast Cure Wounds on herself in order to heal the wound caused by the magical dart and regain 14 HP. (Spell Slot Level: 3)
"Weneon, do you want me to take a look at your wound? If I get some free time to spare, I will brew a herbal drink for you which might boost your immunity."
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
Weneon intended to dash down the hallway, hoping her luck will save her from anything heinous.
(OOC: Alright I'm back. Trying to play catch up so if I got any details wrong sorrry about that. Correct me and I'll undo what I did)
Safeguard's helm flashes with light as a string of information is shown to him. Guidance is cast on himself.
Then he dash to the where his closest allies are.
Angus says, "Well go on if you wish, just wanted to make sure you were aware of the risks."
Angus pulls out a javelin, and uses it to gingerly tap the floor and walls ahead of him as he slowly advances in the northern hall, watching the grooves for blades or other nastiness to emerge.
(Calner has a medallion of safety.)
Last turn Calner would of reached about 3 squares into the hallway marked 4.
This turn he can reach the top square of where the 4 is on the map. It's about halfway down the hallway or more.
Saying to anyone else who chose this hallway, "Do you really think it's a good idea to split up like this?"
Vrah would be following right alongside Calner, weapon drawn.
Tabaqui seems to find himself alone in the southern hallway. He peeks back around the corner but sees no-one but the menacing stele.
Well, I'm sure as hell not going back that way, he thinks. Onward it is.
The grooves scream "trap!" at him, so he will take care to Investigate the best he can, and look for a method of disarming any trap he finds.
Investigation: 27
Thieves' tools to disarm: 12
And then he, too, will sprint down the hall, using his movement, and then his bonus action to dash, for a total of 70 feet.
The 4 I am referring to on the map is the one in the southern hallway. Calner moved toward this one last turn, so it only makes sense to continue from his last position. When I mentioned the top of the 4 I meant the top of the 2 squares where the 4 is printed on the southern hallway.
Hoping to be away from this confusing trap soon?
Ah, not completely alone then. We shall die together.
"I'm good for now, but could probably use it later" she yells from down the hallway
<I'll just tell you how the trap works and you can decide if it applies to you. I think gingerly strolling and ending up near the spot marked 4 will be an issue.>
Any creature that ends its turn within 20 feet of the center of the corridor is attacked by scything blades.
Single attack roll for anyone affected 22 for 25 slashing.
<If anyone not wearing a medallion is in 2 the stele goes off. Don't think that applies and if anyone is in the hallway marked 1, proximal to the iron arch, force darts from mirrors. I dont think either applies, just in case I missed someone.>
Anyone who made it past the center 3rd of the room or waited closer to the stele is not kn range of the blades.
For anyone who made it to the far end of hallway 4 (either one), you see around the corner another hallway. Halfway down this narrower corridor is an iron archway, five feet wide, set into one wall. Across from that is a one-foot-wide gap in the masonry of the opposite wall.
<The room is square. If one person went left and the other went right after after hall of mirrors, they'd be staring at each other right now.>