Marlyth will use her movement, then whisper to the spirits of the nature in order to cast Misty Step and remain briefly surrounded by greenish wisps, then teleport herself to the area directly above the mound. She will slip into the physique of the non-magical plant (Land's Stride), and attack the Wraith with her claws growing as the result of casting Primal Savagery.
Calner will move and Dash to leave the room he is in and try to get under that stone wall (you said there was 4 foot underneath where the water is (or was?)) and end up on the other side (the side where room 5 is) of that red rectangle (the stone wall?).
If he can't do this then he will simply leave the room and run down through the door into area 3 and finish at the bottom of the wall (on the map). He will be in the square Southeast of the Southeast corner (diagonally)... wherever you end up placing me is fine, I'm just trying to work around the stone wall to get to the side with room 5... it might take a turn or two to get there, lol.
The gap is where the water feature is, in the southwest part of the wall, to get around it Calner would have to squeeze past the north part, or try to climb over it I guess. I think that would force a save vs the starspawns aura, but I could be wrong.
edit: I get it, you want to move outside again. (3 just indicates the door that nobody opened. It actually requires a strength check to open, so you can do that if you want, but its DC 20 and on there is also a rusty gate DC 12. If you made both checks it would still take until next turn to get outside unless someone helped by making the second check before that. So, I moved you north. Tell me if that's not where you want to be.
(I don't think anyone tried the door previously, but I think I gave the description at teh same time as 1 and 2. here it is again, as seen from the outside.)
"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."
Weneon hits the mound, shaking several leaves from their branches.
Marlyth Misty steps over the mound, but finds she cannot enter it (if she did I'd count it as engulfed)
"A shambling mound results from a phenomenon in which lightning or fey magic invigorates an otherwise ordinary swamp plant. As the plant is reborn into its second life,...."
It is possibly a magical plant. This one is. Even if she did enter the mound, "thorns, spines, or a similar hazard" is not the equivalent of a plant that consumes you whole for nourishment. She does hit the wraith though.
I'll be updating the map as soon as this battle is over. in the meantime, I am logged in so there's a good chance it will just work for a while whenever I'm posting. here is the link again if you want to try it. I know Marlyth is able to move her token at least sometimes.
<Nevermind, I just tried changing the map and it reset it to the initial state. The system is not without issues. Still, I think it has the most potential of any tool I've seen so far.>
Tabaqui's arrow fells the shrub as Marlyth viciously decimates the posthumous vapor.
The creatures that haunted this area are no more, save the wisps, north of the stairs in the next section. Stay in initiative, but whoever want to go first in the initiative can do so. The first PC who acts after this post restarts the initiative.
To save, time, I'll tell you now there is a hallway to the West of room 7. I just covered it because you hadn't been there yet. One in 7, you would see it yourself
Weneon shakes the combat off "Thanks all, I was close to meeting the makers. Foul creatures, I'm a bit spent with the trolls and the ghosts. Anyone care for a rest?"
Marlyth will help Tabaqui to recover his expended hit points by casting Cure Wounds on him for regaining 22 HP. She has ceased to maintain concentration on the spell Wall of Stone.
You could just kill those 2 things and as long as turning is in effect, the others won't come back, so you've got like 2 hours less rhe time it takes to be rid of the last two. They are actively trying to get yoi to follow them, but ranged attacks are an option that avoids even that. This wasn't me saying "no rest", it was a friendly warning that undead life stealing lights are floating a few feet away.
Grand Mausoleum This wide, grand hall hosts rows of sealed compartments for coffins and urns. The room is angled roughly to the west, where it has settled unevenly. Water has clearly half-flooded this room before, based on the water damage and masses of rushes, vines, and reeds clinging to the mossy walls. Golden pans, meant to hold lamp oil, hang from the ceiling.
The leader of the grave-robbers had barely set foot in this chamber when he was attacked. As such, it faintly glitters with traces of silver and gold from chalices, medals, statuettes, and other mementos. A total of thirty-six people were interred in the eastern wall of this chamber. As was the custom in Secomber, none of them were interred with treasures of note.
Many mementos scattered throughout this chamber have rotted to junk, but gold trinkets, silver funerary items, and other personal treasures of value remain, altogether worth 540 gp.
To the west of the mausoleum lay a Processional Corridor. The door to the area beyond is clearly an addition to the chamber but is still probably decades old. The red granite in the doorway may have been sealed once, but gaps have formed as the mausoleum has sunk.
The threshold above the doorway to area 8 is etched with the name 'Everlake'. Prying open this broken seal requires a successful DC 17 Strength (Athletics) check.
As Weneon follows onto the chamber she starts flitting through the trinkets before noticing the seal. She whips out a crowbar from her pack and takes a step before thinking better of it. "Anyone want to take a crack at that?"
Marlyth will suggest that she can cast Detect Magic as ritual in order to find out if the locked door is enchanted, but she will need at least ten minutes to complete the ritual.
Feeling revitalized by her friends' heading, Weneon rushes back into the fight. Against the mound
Attack: 27 Damage: 6
Attack: 18 Damage: 9
Martial arts Attack: 15 Damage: 4
Marlyth's Round 5
Marlyth will use her movement, then whisper to the spirits of the nature in order to cast Misty Step and remain briefly surrounded by greenish wisps, then teleport herself to the area directly above the mound. She will slip into the physique of the non-magical plant (Land's Stride), and attack the Wraith with her claws growing as the result of casting Primal Savagery.
Bonus Action: Misty Step
Action: Primal Savagery X Wraith
Attack: 16 Damage: 16
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
The gap is where the water feature is, in the southwest part of the wall, to get around it Calner would have to squeeze past the north part, or try to climb over it I guess. I think that would force a save vs the starspawns aura, but I could be wrong.
edit: I get it, you want to move outside again. (3 just indicates the door that nobody opened. It actually requires a strength check to open, so you can do that if you want, but its DC 20 and on there is also a rusty gate DC 12. If you made both checks it would still take until next turn to get outside unless someone helped by making the second check before that. So, I moved you north. Tell me if that's not where you want to be.
(I don't think anyone tried the door previously, but I think I gave the description at teh same time as 1 and 2. here it is again, as seen from the outside.)
"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."
Weneon hits the mound, shaking several leaves from their branches.
Marlyth Misty steps over the mound, but finds she cannot enter it (if she did I'd count it as engulfed)
"A shambling mound results from a phenomenon in which lightning or fey magic invigorates an otherwise ordinary swamp plant. As the plant is reborn into its second life,...."
It is possibly a magical plant. This one is. Even if she did enter the mound, "thorns, spines, or a similar hazard" is not the equivalent of a plant that consumes you whole for nourishment. She does hit the wraith though.
I'll be updating the map as soon as this battle is over. in the meantime, I am logged in so there's a good chance it will just work for a while whenever I'm posting. here is the link again if you want to try it. I know Marlyth is able to move her token at least sometimes.
https://www.owlbear.rodeo/game/P9puJJ_v7
<Nevermind, I just tried changing the map and it reset it to the initial state. The system is not without issues. Still, I think it has the most potential of any tool I've seen so far.>
Tabaqui's arrow fells the shrub as Marlyth viciously decimates the posthumous vapor.
The creatures that haunted this area are no more, save the wisps, north of the stairs in the next section. Stay in initiative, but whoever want to go first in the initiative can do so. The first PC who acts after this post restarts the initiative.
Calner (Starspawn) 22
Angus 17
Marlyth 17
WoWs 17
Weneon 13
Tabaqui 12
To save, time, I'll tell you now there is a hallway to the West of room 7. I just covered it because you hadn't been there yet. One in 7, you would see it yourself
Weneon shakes the combat off "Thanks all, I was close to meeting the makers. Foul creatures, I'm a bit spent with the trolls and the ghosts. Anyone care for a rest?"
If you rest HERE those (and maybe other) WoWs will kill you.
You're still in initiative.
(I realize that, but Weneon is a bit exhausted)
Marlyth will help Tabaqui to recover his expended hit points by casting Cure Wounds on him for regaining 22 HP. She has ceased to maintain concentration on the spell Wall of Stone.
Relevant Ability Check (to diagnose illness): Wisdom: Medicine 14
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
Angus will cautiously re-enter chamber 4, and cast cure wounds on himself, level 1, for 4 healing.
Tabaqui thanks Marlyth and will cautiously enter room 7 to see what lies within.
You could just kill those 2 things and as long as turning is in effect, the others won't come back, so you've got like 2 hours less rhe time it takes to be rid of the last two. They are actively trying to get yoi to follow them, but ranged attacks are an option that avoids even that. This wasn't me saying "no rest", it was a friendly warning that undead life stealing lights are floating a few feet away.
room 7
Grand Mausoleum This wide, grand hall hosts rows of sealed compartments for coffins and urns. The room is angled roughly to the west, where it has settled unevenly. Water has clearly half-flooded this room before, based on the water damage and masses of rushes, vines, and reeds clinging to the mossy walls. Golden pans, meant to hold lamp oil, hang from the ceiling.
The leader of the grave-robbers had barely set foot in this chamber when he was attacked. As such, it faintly glitters with traces of silver and gold from chalices, medals, statuettes, and other mementos. A total of thirty-six people were interred in the eastern wall of this chamber. As was the custom in Secomber, none of them were interred with treasures of note.
Many mementos scattered throughout this chamber have rotted to junk, but gold trinkets, silver funerary items, and other personal treasures of value remain, altogether worth 540 gp.
To the west of the mausoleum lay a Processional Corridor. The door to the area beyond is clearly an addition to the chamber but is still probably decades old. The red granite in the doorway may have been sealed once, but gaps have formed as the mausoleum has sunk.
The threshold above the doorway to area 8 is etched with the name 'Everlake'. Prying open this broken seal requires a successful DC 17 Strength (Athletics) check.
the lights that loll about pass through the cracked red granite seal into the corridor beyond.
As Weneon follows onto the chamber she starts flitting through the trinkets before noticing the seal. She whips out a crowbar from her pack and takes a step before thinking better of it. "Anyone want to take a crack at that?"
(Do any of the WoWs remain in chamber 4 with Angus?)
Marlyth will suggest that she can cast Detect Magic as ritual in order to find out if the locked door is enchanted, but she will need at least ten minutes to complete the ritual.
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