Tabaqui's arrow zips by the weird wrestling with Marlyth as she bashes it with her stiaff. Angus slices at it, spraying water across the surface of the pool. Weneon splashes as she lands a flurry of punches on the same elemental.
Marlyth is grappledby weird 2 (escape DC 13) and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can’t constrict another target.
Marlyth will cease to maintain concentration on the previously cast Hunter's Mark. Then she will use her Quarterstaff to cast Control Water while attempting to manipulate the water of the shallow reservoir into moving apart and creating a trenchway that might lead to the other section of the sepulcher.
This post has potentially manipulated dice roll results.
Round 3
As weird #2 remains within melee range, Angus will swing his now-magical longsword twice more, trying to sever the cords of mana energy holding the elemental together.
First longsword Attack: 13 Damage: 13 magical slashing
Second longsword Attack: 20 Damage: 12 magical slashing
Marlyth will cease to maintain concentration on the previously cast Hunter's Mark. Then she will use her Quarterstaff to cast Control Water while attempting to manipulate the water of the shallow reservoir into moving apart and creating a trenchway that might lead to the other section of the sepulcher.
Im not certain what the intended effect is, so if I'm missing it, let me know. You can already pass through the crack in the wall to access area 4 by moving through the 4ft deep water. I'm not sure what parting the water gets you, but you can still do it. Do you wish to enter through the crack in the wall? I'll describe it if and when anyone enters.
The second weird goes down, the third weird attacks the star spawn.
Marlyth will cease to maintain concentration on the previously cast Hunter's Mark. Then she will use her Quarterstaff to cast Control Water while attempting to manipulate the water of the shallow reservoir into moving apart and creating a trenchway that might lead to the other section of the sepulcher.
Im not certain what the intended effect is, so if I'm missing it, let me know. You can already pass through the crack in the wall to access area 4 by moving through the 4ft deep water. I'm not sure what parting the water gets you, but you can still do it. Do you wish to enter through the crack in the wall? I'll describe it if and when anyone enters.
(@Wile_E_Coyote, The water of the pond has moved apart 40 ft away to create a trench, and left the elemental Water Weird with no pond to terrorize since Marlyth can only control the water, not the creature inside. It's the second effect: 'Part Water')
(@Wile_E_Coyote, The water of the pond has moved apart 40 ft away to create a trench, and left the elemental Water Weird with no pond to terrorize since Marlyth can only control the water, not the creature inside. It's the second effect: 'Part Water')
This. I like this. Yup. That works.
Marlyrh parts the waters, revealing a muddy shallow pit, a cracked facade and some dying water weirds who quickly vanish into nothing.
The above attack on star alawn does not occur. Actions for the round should still proceed in a sense, since it takes 6 seconds to cast the spell and things are theoretically simultaneous, but we wouldn't keep going around the table if I told you her action succeeded, though some DM s do ask for blocks of initiatives and then resolve them as a cluster. My point t is, if you spent an action after Marlyth went, you can undo it rather than hypothetically burning a spell slot for example.
End of combat.
So. There's the shirine thing to the left, a sealed door to the right and a cracked wall in the water before you. No initiative at the moment, so feel free to post.
The grounds around the sepulcher are flooded by rain and overflow from the nearby river. Mud and leaves form clogs in the reeds, trapping water in a rough pond surrounded by cattails. The water looks to have partly flooded the sepulcher itself through a few cracks in the facade wide enough to squeeze through. The pond is about 4 feet deep. Its bottom is a mix of sucking mud and fallen rocks.
The masonry of the structure’s face is eroding from both sides. Small and Medium-sized creatures can move through the largest crack in the facade; a Large creature can squeeze through it.
2. Garden Shrine
A stone arch leans in the tall grass here where the slab it on which it once stood has been overwhelmed. The arch frames a small altar and shelf built into a waist- high alcove in the front of the sepulcher. The top of the altar is a stone bowl for offerings, flanked by two stone settings meant to hold candles or oil for burning.
3. Sepulcher Entrance
The door to the mausoleum beyond hasn’t been used in a long time. Caked mud and rusted hinges hold the iron gate fast. Behind that, a stone slab with two metal loops set into it, for ropes, stands firm—more of a seal than a door.
carved above the entrance: Springbank, Dalmoor, and Everlake.
<sorry for the chaotic posts. I've been getting distracted mid edit by things all night. I think this is a nonlinear map, so here are some features you can optionally interact with. Look at something and there will probably be a check or something.>
<<You can't really access 4 yet, but I see no reason not to let you see it.>>
Here it is again. And yes, you can access 4 if you go through the crack in the wall which sits in the middle of the pool, which refills one round after Marlyth breaks concentration normally, but I think in this context it's not surrounded by water, though the moors are pretty well flooded, so I'd say in ten minutes (after Marlyth stops concentrating) it'll be a foot deep
Entering the tomb, Calner and the starspawn note The tombs demonstrate fine designs and quality work, all allowed to rot through neglect.
Construction. The interior spaces here were meant for somber memorials and funeral services. The stonework was well done but has been slowly sinking and sagging in mud over decades. The marble floors and carved walls are no longer plumb but are not dangerous.
Ceilings. Most ceilings throughout the tombs are arched to a height of 8 feet. Many are painted with murals of cloudy-blue or starry-night skies, flaking and moldy now.
Light. No natural light makes it into the mausoleum, except for a bit of overcast spill lighting in area 4. Every chamber has iron sconces for torches or lanterns, but no torches or lanterns remain.
Sound. Marble floors and walls carry footfalls, voices, and other echoes throughout the place.
(In the words of Marisha Ray... Pop pop! Weneon's strikes count as magical, just as an fyi)
Attack: 16 Damage: 7
Attack: 10 Damage: 4
Bonus action flurry of blows
Attack: 16 Damage: 5
Attack: 9 Damage: 4
Plus 7 sneak attack
Against the weird that's engaged with her allies
Magnitude?
Tabaqui's arrow zips by the weird wrestling with Marlyth as she bashes it with her stiaff. Angus slices at it, spraying water across the surface of the pool. Weneon splashes as she lands a flurry of punches on the same elemental.
The weird falls. Then there were 2.
W2 x Marlyth 18 reach 10 ft., one creature. 11 bludgeoning damage.
W3 x Marlyth 13 reach 10 ft., one creature. 17 bludgeoning damage.
Marlyth is grappledby weird 2 (escape DC 13) and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can’t constrict another target.
Grapple Escape Check 19
Crocolyth automatically assumes her natural form and receives 10 damage.
Constitution Check to maintain concentration on spell: 20 (rolled in gamelog)
"Get away from the water! One of the elementals tried to drown me."
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
Tabaqui will aim his bow at W2 now.
ShortbowAttack: 27 Damage: 6 nonmagical piercing + Sneak attack 25 nonmagical piercing.
(Round 3)
Marlyth will cease to maintain concentration on the previously cast Hunter's Mark. Then she will use her Quarterstaff to cast Control Water while attempting to manipulate the water of the shallow reservoir into moving apart and creating a trenchway that might lead to the other section of the sepulcher.
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 3
Weneon will move to the next enemy engaged with an ally and attack
Attack: 15 Damage: 6
Attack: 26 Damage: 5
Bonus action martial arts
Attack: 24 Damage: 6
Sneak attack 5
Round 3
As weird #2 remains within melee range, Angus will swing his now-magical longsword twice more, trying to sever the cords of mana energy holding the elemental together.
First longsword Attack: 13 Damage: 13 magical slashing
Second longsword Attack: 20 Damage: 12 magical slashing
Wis saves
W1 9
W2 9
Im not certain what the intended effect is, so if I'm missing it, let me know. You can already pass through the crack in the wall to access area 4 by moving through the 4ft deep water. I'm not sure what parting the water gets you, but you can still do it. Do you wish to enter through the crack in the wall? I'll describe it if and when anyone enters.
The second weird goes down, the third weird attacks the star spawn.
17 for 14 bludgeoning damage
(@Wile_E_Coyote, The water of the pond has moved apart 40 ft away to create a trench, and left the elemental Water Weird with no pond to terrorize since Marlyth can only control the water, not the creature inside. It's the second effect: 'Part Water')
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
This. I like this. Yup. That works.
Marlyrh parts the waters, revealing a muddy shallow pit, a cracked facade and some dying water weirds who quickly vanish into nothing.
The above attack on star alawn does not occur. Actions for the round should still proceed in a sense, since it takes 6 seconds to cast the spell and things are theoretically simultaneous, but we wouldn't keep going around the table if I told you her action succeeded, though some DM s do ask for blocks of initiatives and then resolve them as a cluster. My point t is, if you spent an action after Marlyth went, you can undo it rather than hypothetically burning a spell slot for example.
End of combat.
So. There's the shirine thing to the left, a sealed door to the right and a cracked wall in the water before you. No initiative at the moment, so feel free to post.
Here it is again. And yes, you can access 4 if you go through the crack in the wall which sits in the middle of the pool, which refills one round after Marlyth breaks concentration normally, but I think in this context it's not surrounded by water, though the moors are pretty well flooded, so I'd say in ten minutes (after Marlyth stops concentrating) it'll be a foot deep
Marlyth will concentrate on the spell (Control Water) to keep the yard accessible to the party members for further examination and exploration.
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
Tabaqui will investigate the shrine on the left side of the front of the sepulcher.
Investigation 16
Tabaqui: make a religion check
Entering the tomb, Calner and the starspawn note The tombs demonstrate fine designs and quality work, all allowed to rot through neglect.
Construction. The interior spaces here were meant for somber memorials and funeral services. The stonework was well done but has been slowly sinking and sagging in mud over decades. The marble floors and carved walls are no longer plumb but are not dangerous.
Ceilings. Most ceilings throughout the tombs are arched to a height of 8 feet. Many are painted with murals of cloudy-blue or starry-night skies, flaking and moldy now.
Light. No natural light makes it into the mausoleum, except for a bit of overcast spill lighting in area 4. Every chamber has iron sconces for torches or lanterns, but no torches or lanterns remain.
Sound. Marble floors and walls carry footfalls, voices, and other echoes throughout the place.
There are doors to the east and to the west, stairs lead north.
Weneon is going 'puppy dog' around with Tabaqui offering help where needed
Tabaqui Religion check (advantage due to Weneon's help): 20