Marlyth faintly recalls these names. They sound familiar. The dwarf who lent his boat to the party. He mentioned these names - they were the last adventuring party to travel with Sylvene.
Calner finds the east door (all the doors in the tomb) open. The iron gate meant to guard this chamber hangs on its last hinge. The room beyond is stained with mud and blood, littered with torn clothes and cast-off buckles. A rusty axe juts from dead vines and reeds tangled in the muddy floor. He finds among the articles piled full of grave goods: candlesticks, metal fixtures, and other art objects worth a total of 440 gp, plus a spell scroll of lesser restoration, a potion of healing (greater), and a chime of opening.
A whooshing wind blows through the room. Haunting echoes of pained moaning fill the space and 3 specters attack.
Weneon checks the west room
The green, iron gate meant to close off this chamber has been pried open. It swings open with a loud creak on its rusted hinge. Part of the latch still clings to the marble frame. The stone sarcophagi inside appear intact, but the place is a mess of leaves, mud, and toppled urns. In the distance, further with the sepulcher, a rustle of leaves is heard. Down the North stairs shambles a mound of animate vegetation, to which is bound the wraith of the leader of the grave robbers who lost their lives looting the tomb.
Exhibit A in my long standing theory: Ghosts love trees. In the months ahead if you see no other first hand examples of this irl, I will be shocked. When you see a ghost depicted in a Halloween decoration, take notice if it's in or near a tree.
Tabaqui lights the candle and as he does, the 5 bals of light softly bobbing in the air swell to full brightness as they weave through the crack or dart aggressively straight at the alter. Attacking tabaqui and anyone else nearby.
Angus will move towards the will-o-wisps and if he can get them all within 30 ft range he will attempt to Channel Divinity: Turn the Undead (As an action, you can censure fiends and undead. Each fiend or undead that can see or hear you within 30 ft. must make a WIS saving throw (DC 15). On failure, it is turned for 1 minute or until it takes damage.)
This post has potentially manipulated dice roll results.
Weneon initiative: 13
Posting intentions:
If Weneon hears the wailing and rustling she'll head toward her friends. Trying to get the first enemy she sees (probably the mound) to focus her way before taking the dodge action
<I'd really prefer if Calner posted before the other action unfolds, as specters have so few hp, he might well take out one or more before they get to act. Rereading the text, he might be outside the room, still in area 4. He can start his turn there if that's what he was going for. Up to him. >
The two Specters dodge the lightning bolt deftly, taking minimal damage from the attack as it crackles thin tendrils of electricity branching from the main arc. They seem unphased by the minor damage, but if possible, even angrierthsn before.
The straspawn turns the anguish of the dead grave robbers, which fueled his specter, back onto himself and in two bursts of psychic fury, ushers the specter from this mortal coil.
Marlyth has found the tiny puffs of fire quite adorable when she has been trying to heat-dry her damp set of clothes using Sir Angus'storch as the source of heat. But the amusement dissipates when the little balls attempt to attack Tabaqui.
She will dismiss the previous effect of the spell Control Water and create a 20-foot tall wave (20×20×2 cu ft)that travels from the left side of the area to the other side of the water wall and then crashes down. The 'Flood Effect' repeats on the start of her next turn.
<trying to rule hiw that works. So, they pass through walls like theyre water. But, water would still push them around if it was flowing as a wave. So, you've parted the water , then ended it, so it should just be in the ground, then cast Co trol water again. So the groundwater swells up. O don't think the RAW if the spell supports this, as it states 'if in a large body of water and there's currently not one, though the micro terrain here us so soggy, it's debatable at least. So, I won't rule against it working, I'm just thinking 'how?' Is this going to move all the PCs and the WoWs some distance to the right, clustering them over there? If so, why? Just to put out the candle? It would do that, for sure.>
<trying to rule hiw that works. So, they pass through walls like theyre water. But, water would still push them around if it was flowing as a wave. So, you've parted the water , then ended it, so it should just be in the ground, then cast Co trol water again. So the groundwater swells up. O don't think the RAW if the spell supports this, as it states 'if in a large body of water and there's currently not one, though the micro terrain here us so soggy, it's debatable at least. So, I won't rule against it working, I'm just thinking 'how?' Is this going to move all the PCs and the WoWs some distance to the right, clustering them over there? If so, why? Just to put out the candle? It would do that, for sure.>
(@Wile_E_Coyote, My intention behind the action has been to put out the candle and the torch at the same time bypassing the act of 'Metagaming'. Marlyth thought that the Will O' Wisps were tiny balls of fire which can be extinguished by water. Edit: Marlyth dismissed the first effect, but maintained concentration on the spell to select another effect.)
So, my question is how this effects the I side of the sepulcher. A medium creature can pass through the crack without squeezing, but I'm not sure exactly how to handle magical flood waves. I'm guessing they traverse the wall and so it's dark. That it what I thought.
This has mechanical importance because Wen's dodge imposes DA on a creature she can see, while the shambler has blindsight, so no DA. Wen does not have darkvision.
Tabaqui will disengage and move around to the other side of Angus as far from the remaining wisps as possible. (He could use a little healing if anyone has a chance).
(@Wile_E_Coyote, I added the graphical representation of the spell effects in the 'Owlbear Rodeo' map for reference, please check it out. @Syd, Noted.)
So, my question is how this effects the I side of the sepulcher. A medium creature can pass through the crack without squeezing, but I'm not sure exactly how to handle magical flood waves. I'm guessing they traverse the wall and so it's dark. That it what I thought.
This has mechanical importance because Wen's dodge imposes DA on a creature she can see, while the shambler has blindsight, so no DA. Wen does not have darkvision.
Wen cast darkvision on herself (post 754) unless I missed a dispel magic, with her subclass she can cast it with 2 ki points and it lasts for 8 hours
Marlyth faintly recalls these names. They sound familiar. The dwarf who lent his boat to the party. He mentioned these names - they were the last adventuring party to travel with Sylvene.
Calner finds the east door (all the doors in the tomb) open. The iron gate meant to guard this chamber hangs on its last hinge. The room beyond is stained with mud and blood, littered with torn clothes and cast-off buckles. A rusty axe juts from dead vines and reeds tangled in the muddy floor. He finds among the articles piled full of grave goods: candlesticks, metal fixtures, and other art objects worth a total of 440 gp, plus a spell scroll of lesser restoration, a potion of healing (greater), and a chime of opening.
A whooshing wind blows through the room. Haunting echoes of pained moaning fill the space and 3 specters attack.
Weneon checks the west room
The green, iron gate meant to close off this chamber has been pried open. It swings open with a loud creak on its rusted hinge. Part of the latch still clings to the marble frame. The stone sarcophagi inside appear intact, but the place is a mess of leaves, mud, and toppled urns. In the distance, further with the sepulcher, a rustle of leaves is heard. Down the North stairs shambles a mound of animate vegetation, to which is bound the wraith of the leader of the grave robbers who lost their lives looting the tomb.
Exhibit A in my long standing theory: Ghosts love trees. In the months ahead if you see no other first hand examples of this irl, I will be shocked. When you see a ghost depicted in a Halloween decoration, take notice if it's in or near a tree.
Tabaqui lights the candle and as he does, the 5 bals of light softly bobbing in the air swell to full brightness as they weave through the crack or dart aggressively straight at the alter. Attacking tabaqui and anyone else nearby.
<Wow. That's. A lot.> I gotta get you a map.
OK. Here it is.
https://www.owlbear.rodeo/game/P9puJJ_v7
Roll initiatives
Wraith, mound 7
WoWs 29
Specters 14
Marlyth Initiative 17
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
(map link did not work for me)
Angus initiative 19
Thanks for letting me know. I'll have to check it with my laptop later. For now, here is a screenshot.
Tabaqui initiative 2 oops forgot the +5 so--> 12
Angus will move towards the will-o-wisps and if he can get them all within 30 ft range he will attempt to Channel Divinity: Turn the Undead (As an action, you can censure fiends and undead. Each fiend or undead that can see or hear you within 30 ft. must make a WIS saving throw (DC 15). On failure, it is turned for 1 minute or until it takes damage.)
Weneon initiative: 13
Posting intentions:
If Weneon hears the wailing and rustling she'll head toward her friends. Trying to get the first enemy she sees (probably the mound) to focus her way before taking the dodge action
Calner (Starspawn) 22
Specters 20
Angus 17 = Turn undead WoWs 30ft
Marlyth 17
WoWs 17
Weneon 13 = approach enemy, then dodge
Wraith, mound 13
Tabaqui 12
<I'd really prefer if Calner posted before the other action unfolds, as specters have so few hp, he might well take out one or more before they get to act. Rereading the text, he might be outside the room, still in area 4. He can start his turn there if that's what he was going for. Up to him. >
WoW 1 21
WoW 2 4
WoW 3 5
WoW 4 10
WoW 5 9
<Honestly, the first time I've seen tun undead in a 5e game I've DM'ed. I like the 3.5 mechanic better>
Dex saves v. Lightning
S1 21
S2 20
The two Specters dodge the lightning bolt deftly, taking minimal damage from the attack as it crackles thin tendrils of electricity branching from the main arc. They seem unphased by the minor damage, but if possible, even angrierthsn before.
The straspawn turns the anguish of the dead grave robbers, which fueled his specter, back onto himself and in two bursts of psychic fury, ushers the specter from this mortal coil.
<He dead>
The remaining Specters attempt to drain the very life from the mage who shocked them.
22 for 9 necrotic
21 for 15 necrotic
Make a dc10 or hp max reduced by damage taken* amount until long rest. If it somehow reaches 0, the target dies.
*DR, evasion, etc would reduce this
Meanwhile, outside the sepulcher, 3 of the five will o' wisps are turned by Angus' divine prayer.
The remaining 2 shock Tabaqui, who stands by the lit candle:
11 for 9 lightning
20 for 8 lightning
Marlyth is up
Marlyth has found the tiny puffs of fire quite adorable when she has been trying to heat-dry her damp set of clothes using Sir Angus's torch as the source of heat. But the amusement dissipates when the little balls attempt to attack Tabaqui.
She will dismiss the previous effect of the spell Control Water and create a 20-foot tall wave (20×20×2 cu ft) that travels from the left side of the area to the other side of the water wall and then crashes down. The 'Flood Effect' repeats on the start of her next turn.
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
<trying to rule hiw that works. So, they pass through walls like theyre water. But, water would still push them around if it was flowing as a wave. So, you've parted the water , then ended it, so it should just be in the ground, then cast Co trol water again. So the groundwater swells up. O don't think the RAW if the spell supports this, as it states 'if in a large body of water and there's currently not one, though the micro terrain here us so soggy, it's debatable at least. So, I won't rule against it working, I'm just thinking 'how?' Is this going to move all the PCs and the WoWs some distance to the right, clustering them over there? If so, why? Just to put out the candle? It would do that, for sure.>
The wraith attacks Weneon, who dodges 13 for 21 necrotic
Make a dc14 or hp max reduced by damage taken* amount until long rest. If it somehow reaches 0, the target dies.
The Bush slams Weneon twice
22 bludgeoning
20 bludgeoning
(@Wile_E_Coyote, My intention behind the action has been to put out the candle and the torch at the same time bypassing the act of 'Metagaming'. Marlyth thought that the Will O' Wisps were tiny balls of fire which can be extinguished by water. Edit: Marlyth dismissed the first effect, but maintained concentration on the spell to select another effect.)
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
<OK. Just checking. Owlbear.rodeo updating>
So, my question is how this effects the I side of the sepulcher. A medium creature can pass through the crack without squeezing, but I'm not sure exactly how to handle magical flood waves. I'm guessing they traverse the wall and so it's dark. That it what I thought.
This has mechanical importance because Wen's dodge imposes DA on a creature she can see, while the shambler has blindsight, so no DA. Wen does not have darkvision.
Tabaqui will disengage and move around to the other side of Angus as far from the remaining wisps as possible. (He could use a little healing if anyone has a chance).
(@Wile_E_Coyote, I added the graphical representation of the spell effects in the 'Owlbear Rodeo' map for reference, please check it out. @Syd, Noted.)
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
Wen cast darkvision on herself (post 754) unless I missed a dispel magic, with her subclass she can cast it with 2 ki points and it lasts for 8 hours