(Do any of the WoWs remain in chamber 4 with Angus?)
They are trying to lead you deeper into the tomb, so they would be near Weneon, probably passing in and out of the space beyond the seal right through the wall itself.
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.
Following ten minutes of ritual casting, Marlyrh faintly senses magic coming through the cracks in the stone seal
Calner responds, "Let's try and see what lies beyond this seal."
Calner has the whispering Starspawn take the crowbar from Weneon in one of it's slimy tentacles and move up to the seal and try to pry it open.
Starspawn's STR (Athletics) check: 23
The starspawn breaks rhe seal open and Weneon, Calner, Marlyth and the starspawn are blasted with a bolt of lightning extending 30ft from the now open doorway. (Even if any of them are wearing a protection badge)
DC 15 Dexterity saving throw takes 31 lightning damage, or half as much damage with a successful save.
Marlyth's Reaction: Marlyth will cast Absorb Elements in order to reduce the effect of the Lightning Damage on herself and taking 7 damage instead, when she stores some of the energy for her next melee attack. She glares at the Will o' Wisps assuming that they're the culprit.
<If anyone in area 7 can see with the current lighting, you would note the stele, similar to the ones you've seen other places Sylvene frequented. It is 30ft down a dark corridor, so if yiur vision range is 30 ft or better, you'd see it from the edge of the hallway where it meets area 7. I suppose you might have seen it in the instant the door popped open and it flashed, but it's pretty brief and you'd have to see past the starspawn, who may well have seen it. Does anyone plan to get out if the way? I'm assuming you'll move 5ft left unless otherwise stated so you don't get hit with another charge.>
Marlyth's Reaction: Marlyth will cast Absorb Elements in order to reduce the effect of the Lightning Damage on herself and taking 7 damage instead, when she stores some of the energy for her next melee attack. She glares at the Will o' Wisps assuming that they're the culprit.
Marlyth will move away from the corridor, 5 ft right if it's possible to do so.
This is just a reminder of the layout. The corridor starts at the middle of the west wall of area 7. I'll post the broader map when you turn rhe corner past the stele.
Hint?
The medallions of warding or whatever they're called are effective, but they exempt one from detection, that is they don't trigger it. They still experience the effects of someone else tripping the alarm. In this case I was sure the starspawn didn't have one. This actually would have been a really good place for Owlbear.rodeo. hmm
https://www.owlbear.rodeo/game/P9puJJ_v7 Reactivated. Not sure you'll see the images, but you can try. Not much effort to turn it back on. I'll post the bigger map soon, or maybe just try drawing it, which is kind of losing a bug piece of the utility of the tool. Still, if we can't always see it, that might be the way to go.
(for clarification... the granite sealed door was on the western edge of room 7, or was it down a corridor? the stele is just past the seal, or is it at the end of a corridor?)
I guess the link failed. The issue here is that the PCs virtually could not know what's beyond the cracked red granite at this point, but I'm indicating that its one of Sylvene's steles. It is, in actual fact, 30ft down the corridor, west of area 7. If one had peeked through a crack, it would have probably seen them and it's passive perception (with DA) would have decided if it saw them or not, as it can see to 60ft.
Achtung! This is the whole map of the sepulcher, so if you don't want to see it, don't click. I really don't think this Floorplan is spoiling anything, personally, though, so make your own choice. The stele would be to the right and under the "9".
As soon as Marlyth is within 30ft of the stele she would see the aura of magic around it. No other magic around here.
<If she's not wearing a medallions, it sees and dis harges a bolt of lightning before that. I think she had one on her. This would be much easier in person so I can just look around d the table for these medallions s of safe passage>
<assuming someone with a medallions passes down the corridor, they would see...>
Red granite supports and details, from rock frequently mined along the nearby cliffs, enliven the gray stones here. Although this corridor is clearly of more recent construction, it struggles against the shifting ground, too. Fitted stones are being pulled apart from each other over years of slow movement.
Marlyth will cast Cure Wounds on Weneon, she regains 13 HP. If Weneon doesn't have a medallion, she will hand over her own medallion and tell her about the magic stele trap.
<Well, if anyone wants to don a medallion and disable the trap or just set it off 2 more times, you can all pass safely. All steles just have 3 charges. I'm just telling you so you have more options and we can hopefully expedite these minor hurdles.>
Marlyth will carry the medallion while advancing towards the stele with magical aura, then she will kneel down before the trap to touch the surface and disable it magically.
(ooc: and the Starspawn's save vs. the lightning damage...)
Starspawn's DEX save: 11
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.”
They are trying to lead you deeper into the tomb, so they would be near Weneon, probably passing in and out of the space beyond the seal right through the wall itself.
Following ten minutes of ritual casting, Marlyrh faintly senses magic coming through the cracks in the stone seal
The starspawn breaks rhe seal open and Weneon, Calner, Marlyth and the starspawn are blasted with a bolt of lightning extending 30ft from the now open doorway. (Even if any of them are wearing a protection badge)
DC 15 Dexterity saving throw takes 31 lightning damage, or half as much damage with a successful save.
Weneon Dex Save 13
Dexterity Saving Throw: Marlyth 21
Marlyth's Reaction: Marlyth will cast Absorb Elements in order to reduce the effect of the Lightning Damage on herself and taking 7 damage instead, when she stores some of the energy for her next melee attack. She glares at the Will o' Wisps assuming that they're the culprit.
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
<If anyone in area 7 can see with the current lighting, you would note the stele, similar to the ones you've seen other places Sylvene frequented. It is 30ft down a dark corridor, so if yiur vision range is 30 ft or better, you'd see it from the edge of the hallway where it meets area 7. I suppose you might have seen it in the instant the door popped open and it flashed, but it's pretty brief and you'd have to see past the starspawn, who may well have seen it. Does anyone plan to get out if the way? I'm assuming you'll move 5ft left unless otherwise stated so you don't get hit with another charge.>
Marlyth will move away from the corridor, 5 ft right if it's possible to do so.
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 is just a reminder of the layout. The corridor starts at the middle of the west wall of area 7. I'll post the broader map when you turn rhe corner past the stele.
Hint?
The medallions of warding or whatever they're called are effective, but they exempt one from detection, that is they don't trigger it. They still experience the effects of someone else tripping the alarm. In this case I was sure the starspawn didn't have one. This actually would have been a really good place for Owlbear.rodeo. hmm
https://www.owlbear.rodeo/game/P9puJJ_v7 Reactivated. Not sure you'll see the images, but you can try. Not much effort to turn it back on. I'll post the bigger map soon, or maybe just try drawing it, which is kind of losing a bug piece of the utility of the tool. Still, if we can't always see it, that might be the way to go.
(for clarification... the granite sealed door was on the western edge of room 7, or was it down a corridor? the stele is just past the seal, or is it at the end of a corridor?)
I guess the link failed. The issue here is that the PCs virtually could not know what's beyond the cracked red granite at this point, but I'm indicating that its one of Sylvene's steles. It is, in actual fact, 30ft down the corridor, west of area 7. If one had peeked through a crack, it would have probably seen them and it's passive perception (with DA) would have decided if it saw them or not, as it can see to 60ft.
Achtung! This is the whole map of the sepulcher, so if you don't want to see it, don't click. I really don't think this Floorplan is spoiling anything, personally, though, so make your own choice. The stele would be to the right and under the "9".
Constitution Check: To maintain concentration on Detect Magic 8
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
As soon as Marlyth is within 30ft of the stele she would see the aura of magic around it. No other magic around here.
<If she's not wearing a medallions, it sees and dis harges a bolt of lightning before that. I think she had one on her. This would be much easier in person so I can just look around d the table for these medallions s of safe passage>
<assuming someone with a medallions passes down the corridor, they would see...>
Red granite supports and details, from rock frequently mined along the nearby cliffs, enliven the gray stones here. Although this corridor is clearly of more recent construction, it struggles against the shifting ground, too. Fitted stones are being pulled apart from each other over years of slow movement.
The corridor turns right at the stele.
(You guys have disabled a bunch of these things already. Just needs a check with thieves tools and your path us clear.)
Marlyth will cast Cure Wounds on Weneon, she regains 13 HP. If Weneon doesn't have a medallion, she will hand over her own medallion and tell her about the magic stele trap.
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 does still carry one)
<Well, if anyone wants to don a medallion and disable the trap or just set it off 2 more times, you can all pass safely. All steles just have 3 charges. I'm just telling you so you have more options and we can hopefully expedite these minor hurdles.>
Marlyth will carry the medallion while advancing towards the stele with magical aura, then she will kneel down before the trap to touch the surface and disable it magically.
Intelligence: Arcana 4
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
(ooc: and the Starspawn's save vs. the lightning damage...)
Starspawn's DEX save: 11
Tabaqui will borrow a medallion and attempt to disable the stele with thieves' tools.
Disable: 10
Edit- I was informed that I have advantage on this roll, so here is the second roll: 17