You can see it fly up the stairs. It has a speed of 50ft, so if Calner us very familiar with the effects of his spell, he could guess how far it has traveled.
Jaculyth will attempt to push the stone slab of the corridor into the previous place so that the party might remain protected from intrusion. Then, she will guard the place for almost an hour or two so that the party can take a short rest here, even though it's not the safest place on the earth. She watches over the group while staring blankly with her snake-eyes, frequently flicking her tongue to sense the condition of the surrounding and wondering what has happened to her gorgeous eyelashes when she assumed the beast form.
<It took a hand waive DC20 strength check to knock it over, I don't think you can just pick it up again. So we're resting in what sense? I didn't really think of it correctly earlier, as a rest is really not sleep, it just shares the name of a mechanic that does involve sleep. Still, I think it was right to point out the urgency of the situation.>
OK, so you've all wisely decided to long rest in a very small dungeon. I'm sure this will go very well. So if it is a long rest, now I have to ask, who's sleeping? LR requires 6 hours of sleep for a non-elf. A party of 3 nonelves can benefit from a long rest with one or more PC awake at all times, more PCs make it even easier. >
I have Tabaqui and Marlyth both volunteering for the first two hours, that would be together, with Tabaqui taking two more, then we need at least one more slot if we want coverage for 6 hours of sleep for LR benefits. Are you all sleeping in the hall with the stele or another part of rhe sepulcher or are you spread out.
Tabaqui would suggest a retreat to room 6 or room 5, where there is only one entrance to monitor.
(OOC it might not be wise to rest in a dungeon, but with several of us severely wounded and our healers almost out of spells, I'm not sure it would be wise to press on to the boss fight, either.)
Jaculyth will attempt to push the stone slab of the corridor into the previous place so that the party might remain protected from intrusion. Then, she will guard the place for almost an hour or two so that the party can take a short rest here, even though it's not the safest place on the earth. She watches over the group while staring blankly with her snake-eyes, frequently flicking her tongue to sense the condition of the surrounding and wondering what has happened to her gorgeous eyelashes when she assumed the beast form.
(It's explicitly mentioned here, I've been personally rallying for a short rest since the party doesn't need a long rest but someone kept insisting on taking a long rest. And short rest requires resting for an hour, so Jaculyth will stand guard during the whole time.)
You're atthe bottom of a flight if stair, the lightning trapped stele, now depleted, just behind you. The last time you saw it, the last remaining WoW had floated up those stairs to area 10.
Tabqui sees two glyphs etched into the stairs, one on the third step and another on the 5th. Yet another is etched on the left wall 3 feet above the stair. They are very subtle,barely noticeable little things, yet he manages to avoid them and makes his way to the top, where he finds a memorial chamber.
This gray chamber features half-pillars, arches, and recessed murals in excellent condition. The south wall shows a wide, shining lake amid green highlands, all beneath brilliant clouds. The north wall is divided into four stylized portraits depicting a female dwarf, a male human, a female human, and, judging by the scale of the details, a male giant.
The highland lake is a depiction of Highstar Lake in the northern region of the High Moors—a spot Waltarn loved when he visited it with his fellow adventurers. The murals are works by the Waterdhavian artist Saraque Skyhill.
The four figures depicted here are the members of Sylvene’s final adventuring party, as commissioned by Sylvene.
This post has potentially manipulated dice roll results.
Marlyth has moved to chamber 4 in order to investigate the remnant of the Shambling Mound to make sure that it's not feigning death and if there's something left inside the creature.
Marlyth has moved to chamber 4 in order to investigate the remnant of the Shambling Mound to make sure that it's not feigning death and if there's something left inside the creature.
This post has potentially manipulated dice roll results.
Assuming Tabaqui signaled the rest of the party and pointed out the traps, Angus will follow up the stairs at a distance, trying to be stealthy but at disadvantage due to his armor. Not having darkvision, he will carry a lit torch in one hand. If nothing stirs, he will approach the portrait of the female dwarf and inspect it more closely. He is on the alert for anything that might jump out or materialize in the chamber.
(ooc: Calner will use Magical Guidance to reroll. Costing him 1 sorcery point.)
When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
Stealth check: 9
Calner successfully eludes the glyphs (I'll say Tabaqui pointed them out) and is spotted by.. nothing.
You can see it fly up the stairs. It has a speed of 50ft, so if Calner us very familiar with the effects of his spell, he could guess how far it has traveled.
So, are you guys doing the short rest now, then?
(I prefer a long rest, with someone standing watch).
Jaculyth will attempt to push the stone slab of the corridor into the previous place so that the party might remain protected from intrusion. Then, she will guard the place for almost an hour or two so that the party can take a short rest here, even though it's not the safest place on the earth. She watches over the group while staring blankly with her snake-eyes, frequently flicking her tongue to sense the condition of the surrounding and wondering what has happened to her gorgeous eyelashes when she assumed the beast form.
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
<It took a hand waive DC20 strength check to knock it over, I don't think you can just pick it up again. So we're resting in what sense? I didn't really think of it correctly earlier, as a rest is really not sleep, it just shares the name of a mechanic that does involve sleep. Still, I think it was right to point out the urgency of the situation.>
OK, so you've all wisely decided to long rest in a very small dungeon. I'm sure this will go very well. So if it is a long rest, now I have to ask, who's sleeping? LR requires 6 hours of sleep for a non-elf. A party of 3 nonelves can benefit from a long rest with one or more PC awake at all times, more PCs make it even easier. >
I have Tabaqui and Marlyth both volunteering for the first two hours, that would be together, with Tabaqui taking two more, then we need at least one more slot if we want coverage for 6 hours of sleep for LR benefits. Are you all sleeping in the hall with the stele or another part of rhe sepulcher or are you spread out.
<I wonder why I need all these details>
(@Wile_E_Coyote, Marlyth doesn't need a long rest or short rest, please read post #976.)
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 would suggest a retreat to room 6 or room 5, where there is only one entrance to monitor.
(OOC it might not be wise to rest in a dungeon, but with several of us severely wounded and our healers almost out of spells, I'm not sure it would be wise to press on to the boss fight, either.)
That sounded like standing watch for 2 hours, no?
(It's explicitly mentioned here, I've been personally rallying for a short rest since the party doesn't need a long rest but someone kept insisting on taking a long rest. And short rest requires resting for an hour, so Jaculyth will stand guard during the whole time.)
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 would appreciate a long rest as he is mostly out of spell and divinity slots.
Nothing happens. 8 hours later you're still in a sepulcher. So now what?
Angus will retrace the party's steps to the last location... room 9? 10?
9.
You're atthe bottom of a flight if stair, the lightning trapped stele, now depleted, just behind you. The last time you saw it, the last remaining WoW had floated up those stairs to area 10.
Tabaqui will slink in the shadows up into room 10, watching for traps, and attempting to stealth.
Investigation 16
Stealth 15
Tabqui sees two glyphs etched into the stairs, one on the third step and another on the 5th. Yet another is etched on the left wall 3 feet above the stair. They are very subtle,barely noticeable little things, yet he manages to avoid them and makes his way to the top, where he finds a memorial chamber.
This gray chamber features half-pillars, arches, and recessed murals in excellent condition. The south wall shows a wide, shining lake amid green highlands, all beneath brilliant clouds. The north wall is divided into four stylized portraits depicting a female dwarf, a male human, a female human, and, judging by the scale of the details, a male giant.
The highland lake is a depiction of Highstar Lake in the northern region of the High Moors—a spot Waltarn loved when he visited it with his fellow adventurers. The murals are works by the Waterdhavian artist Saraque Skyhill.
The four figures depicted here are the members of Sylvene’s final adventuring party, as commissioned by Sylvene.
From left to right:
• Artura Dwaircalis
• Waltarn Everlake
• Sylvene herself
• Hamish Hewland
Marlyth has moved to chamber 4 in order to investigate the remnant of the Shambling Mound to make sure that it's not feigning death and if there's something left inside the creature.
Intelligence: Investigation 21
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
Bones. Human bones
Assuming Tabaqui signaled the rest of the party and pointed out the traps, Angus will follow up the stairs at a distance, trying to be stealthy but at disadvantage due to his armor. Not having darkvision, he will carry a lit torch in one hand. If nothing stirs, he will approach the portrait of the female dwarf and inspect it more closely. He is on the alert for anything that might jump out or materialize in the chamber.
Perception 11
Stealth 11
Calner successfully eludes the glyphs (I'll say Tabaqui pointed them out) and is spotted by.. nothing.