Calner will stop concentrating on Evard's Black tentacles and move away from the wall of fire, stopping 1 square above Tabaqui on the map in post #1063.
From there he will cast Evard's Black Tentacles placing the 20 foot square area of effect in the corner where assassin 2 went after just escaping from the tentacles.
DC 17 DEX save or take 15 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 11 bludgeoning damage.
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
"The tentacles of Cthulhu are coming for your very soul! Flee while you still can!"
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.”
Marlyth crawls towards the northern wall (1 tile) while chomping on a Theki Root which should enhance her digestive health and immunity system. Finally, she lifts both of her hands and conjures up a pair of magical scimitar that will glow as if it's been engulfed by infernal flames and illuminate the north-west corner when she whispers to the spirits of nature in druidic tongue.
This post has potentially manipulated dice roll results.
(So, the assassin next to Tabaqui was restrained, and then used his action to break the restraint, so he did not attack, correct? And then he moved away, triggering an Attack of Opportunity?)
This post has potentially manipulated dice roll results.
For tabaqui to attack with a rapier he'd have to be in EBT's 20ft aoe. So, roll the dex save and we'll see if Tabaqui is restrained and if not it's a hit, if restrained, he's too far to make a melee attack with a rapier. (20'x20' area, centered on assassin, check made on entering, min. distance = 10ft)
Meanwhile...
The assassins both turn their full attention to Calner
Assassin 1: Crossbow 24 for 9 and 28 poison (half on save Con DC 15)
And moves to the shadows
Assassin 2: Crossbow 7 , DA: 10 for 10 and 33 poison (half on save Con DC 15)
And moves to the shadows if not restrained (would mean calner fails concentration check 1.)
Apply DA to attack roll unless Assassin 1 hits and Calner subsequently fails Con save (DC10 or half damage; greater of the two)
(So it's 4 Con saves, with success on the poison saves determining the DC for the concentration checks). So either 18 or 10 for check 1 and 20 or 12 for check 2.)
Then Angus and Calner are up, followed by Marlyrh and Tabaqui.
This post has potentially manipulated dice roll results.
Angus will race into the dark after Assassin 1, carrying his torch with him, and attack twice with his longsword. If either attack strikes, he will call upon his deity to make it a divine smite (1st level slot)
First longsword Attack: 10 Damage: 12 piercing + 9radiant damage.
Second longsword Attack: 25 Damage: 9 piercing + 6radiant damage.
Edit- would the critical hit on the first attack double the smite damage as well?
A volley if slashes and bolt of brilliant light tear the pebbky Grey flesh from the tenebrous assasins, Bru ginger each to their end.
A thorough search if the tomb uncovers funeral goods, mementos, prayer objects, and other nonmagical treasures in the area are made predominantly of silver, worth a total of 510 gp. In a prayer bowl in the northern area of the crypt waits more treasure, overlooked by Tyreus when he was here: two chips of creation.
Chip of Creation
Chip of Creation
Wondrous item, artifact (requires attunement)
This solid, hand-sized flake of rock is a minor piece of the Stone of Creation and contains a portion of its power.
Linked Room. Each chip of creation is inextricably linked to its own demiplanar room, as per the demiplane spell. This room exists as long as both this chip and the Stone of Creation do. A door to the room only exists when created using a demiplane spell, whether a chip of creation is used in the casting or not.
Demiplane. While attuned to a chip of creation, you can cast demiplane at will but only to reach the demiplanar room associated with that chip of creation or another demiplane that you know the nature and contents of, and only if the target demiplane was created by another piece of the Stone of Creation.
Destroying a Chip. A chip of creation is an artifact in its own right and impervious to most damage, but a disintegrate spell is sufficient to destroy it.
After it has been attuned once, a chip that has gone 1d4 + 1 days unattuned becomes an inert, powerless bit of rock.
If the Stone of Creation is destroyed, all its chips break attunement, lose all magical properties, and linked demiplanar rooms cease to exist at once. Creatures or objects within the room are instantly expelled into the immediate vicinity of the destroyed chip. If it reaches the Elemental Chaos or is struck by a forked, metal rod attuned to the Elemental Chaos (as per the plane shift spell), a chip is destroyed.
{End of chapter: A Verdant Tomb}
It's up to you what to do next, but the major clue was ...
The painting of a lake, referencing Highstar lake located deeper in the high moors.
(Any chance we can grab some healing potions somewhere before we head to the next location?)
In theory, sure. In practice, I'm not sure how. I'll post the map of the moors again and if you can find some place to buy them or choose to make them yourself, I'm totally fine with it. As it stands you've left some hostile territory behind you and lost your mode of transportation (or at least the animals pulling it) so going back is both challenging and time consuming, definitely not worth it for heal pots.
This would be a really good place for a long rest, but you just took one 5 minutes ago, so, here's a thing that happens...
Above the open sarcophagus, a likeness mirroring the decaying figure, clothed in the same vestments as the corpse within. The pallid face of the apparition a ghostly counterpart to the Visage of the man in the mural - the ghost of Waltarn appears to beseech you!
"You are too late, noble adventurers... Now, I fear, that boy may be the death of us all. My grandson has removed from this place a power beyond the Ken of even the greatest wizard I've met in travels more distant than all the land and sea of Toril. The keystones Tyreus stole were recovered from the place where I met my my end: a place that fell to the Realms from some far plane of existence."
<yeah, I don't know why he waits till now to manifest, but I guess it helps that someone took the lid off the coffin. Anyhow, please roleplay this piece, thanks.>
This post has potentially manipulated dice roll results.
Marlyth picks up a 'Chip of Creation' and carefully stows the artifact so that she can examine it's property during a short rest and attune to the item. She has observed the painting of the last adventuring party and the portrait of the 'Highstar Lake'. She attempts to gauge the distance between the sepulcher and the lake while inspecting her map and prepares herself to guide her group through the area. "Is it possible to travel faster than usual if we travel by air vehicle? Or should I track down 'Pistachio'?"
Wisdom:Survival14(Proficiency bonus doubled from 'Natural Explorer' feature)
"How do we find the place where your soul lost access to the mortal body? Is it located somewhere around the lake?"
Marlyth will immediately believe the words of the apparition because of her superstitious belief, she will try to perform an exorcism ritual if she has enough time.
(Marlyth can craft Potion of Healing, Potion of Climbing from Earth Elemental Dust, Potion of Swimming from Water Elemental Droplet, she needs 24 hours.)
Calner will stop concentrating on Evard's Black tentacles and move away from the wall of fire, stopping 1 square above Tabaqui on the map in post #1063.
From there he will cast Evard's Black Tentacles placing the 20 foot square area of effect in the corner where assassin 2 went after just escaping from the tentacles.
DC 17 DEX save or take 15 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 11 bludgeoning damage.
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
"The tentacles of Cthulhu are coming for your very soul! Flee while you still can!"
(Marlyth's Turn)
Marlyth crawls towards the northern wall (1 tile) while chomping on a Theki Root which should enhance her digestive health and immunity system. Finally, she lifts both of her hands and conjures up a pair of magical scimitar that will glow as if it's been engulfed by infernal flames and illuminate the north-west corner when she whispers to the spirits of nature in druidic tongue.
Action: Interact with an object: Theki Root
Bonus Action: [Tooltip Not Found]: Flame Blade
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
Dex check 13
Angus us up, since initiative was tied with calner, the assassin in shadow is restrained. Marlyth ullumates hum after Angus
<reminder: Angus and Tabaqui both had AoOs>
Angus CON save: 23
Opportunity Attack: Attack: 19 Damage: 7
Action: Angus will lay hands on himself for 45 hp healing.
(So, the assassin next to Tabaqui was restrained, and then used his action to break the restraint, so he did not attack, correct? And then he moved away, triggering an Attack of Opportunity?)
AoO rapier Attack: 15 Damage: 9
<yes. Also, tabqui is up. Assassin 2 is both illuminated and restrained.>
Tabaqui 19
Monsters 15
Angus 7
Calner 7
Marlyth 6
Tabaqui will take advantage of the assassin's restrained condition, and attack once again with his rapier.
Attack: 17 Damage: 12 nonmagical piercing + 19 sneak attack piercing.
Edit: dang it forgot to roll with advantage. Here is the second attack roll: 12
For tabaqui to attack with a rapier he'd have to be in EBT's 20ft aoe. So, roll the dex save and we'll see if Tabaqui is restrained and if not it's a hit, if restrained, he's too far to make a melee attack with a rapier. (20'x20' area, centered on assassin, check made on entering, min. distance = 10ft)
Meanwhile...
The assassins both turn their full attention to Calner
Assassin 1: Crossbow 24 for 9 and 28 poison (half on save Con DC 15)
And moves to the shadows
Assassin 2: Crossbow 7 , DA: 10 for 10 and 33 poison (half on save Con DC 15)
And moves to the shadows if not restrained (would mean calner fails concentration check 1.)
Apply DA to attack roll unless Assassin 1 hits and Calner subsequently fails Con save (DC10 or half damage; greater of the two)
(So it's 4 Con saves, with success on the poison saves determining the DC for the concentration checks). So either 18 or 10 for check 1 and 20 or 12 for check 2.)
Then Angus and Calner are up, followed by Marlyrh and Tabaqui.
https://www.owlbear.rodeo/game/P9puJJ_v7
Angus will race into the dark after Assassin 1, carrying his torch with him, and attack twice with his longsword. If either attack strikes, he will call upon his deity to make it a divine smite (1st level slot)
First longsword Attack: 10 Damage: 12 piercing + 9 radiant damage.
Second longsword Attack: 25 Damage: 9 piercing + 6 radiant damage.
Edit- would the critical hit on the first attack double the smite damage as well?
(Whoops!)
Tabaqui DEX save 24
(whew... so the attack still stands?)
Marlyth casts Cure Wounds on herself in order to regain 17 HP.
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
A volley if slashes and bolt of brilliant light tear the pebbky Grey flesh from the tenebrous assasins, Bru ginger each to their end.
A thorough search if the tomb uncovers funeral goods, mementos, prayer objects, and other nonmagical treasures in the area are made predominantly of silver, worth a total of 510 gp. In a prayer bowl in the northern area of the crypt waits more treasure, overlooked by Tyreus when he was here: two chips of creation.
Chip of Creation
Chip of Creation
Wondrous item, artifact (requires attunement)
This solid, hand-sized flake of rock is a minor piece of the Stone of Creation and contains a portion of its power.
Linked Room. Each chip of creation is inextricably linked to its own demiplanar room, as per the demiplane spell. This room exists as long as both this chip and the Stone of Creation do. A door to the room only exists when created using a demiplane spell, whether a chip of creation is used in the casting or not.
Demiplane. While attuned to a chip of creation, you can cast demiplane at will but only to reach the demiplanar room associated with that chip of creation or another demiplane that you know the nature and contents of, and only if the target demiplane was created by another piece of the Stone of Creation.
Destroying a Chip. A chip of creation is an artifact in its own right and impervious to most damage, but a disintegrate spell is sufficient to destroy it.
After it has been attuned once, a chip that has gone 1d4 + 1 days unattuned becomes an inert, powerless bit of rock.
If the Stone of Creation is destroyed, all its chips break attunement, lose all magical properties, and linked demiplanar rooms cease to exist at once. Creatures or objects within the room are instantly expelled into the immediate vicinity of the destroyed chip. If it reaches the Elemental Chaos or is struck by a forked, metal rod attuned to the Elemental Chaos (as per the plane shift spell), a chip is destroyed.
{End of chapter: A Verdant Tomb}
It's up to you what to do next, but the major clue was ...
The painting of a lake, referencing Highstar lake located deeper in the high moors.
Angus suggests we take a long rest and then follow Tyreus' trail to Highstar lake.
(Any chance we can grab some healing potions somewhere before we head to the next location?)
(how bout a level up? :)
I'm following the authors as close as a can for this adventure series. Next adventure is still set to level 9.
In theory, sure. In practice, I'm not sure how. I'll post the map of the moors again and if you can find some place to buy them or choose to make them yourself, I'm totally fine with it. As it stands you've left some hostile territory behind you and lost your mode of transportation (or at least the animals pulling it) so going back is both challenging and time consuming, definitely not worth it for heal pots.
This would be a really good place for a long rest, but you just took one 5 minutes ago, so, here's a thing that happens...
Above the open sarcophagus, a likeness mirroring the decaying figure, clothed in the same vestments as the corpse within. The pallid face of the apparition a ghostly counterpart to the Visage of the man in the mural - the ghost of Waltarn appears to beseech you!
"You are too late, noble adventurers... Now, I fear, that boy may be the death of us all. My grandson has removed from this place a power beyond the Ken of even the greatest wizard I've met in travels more distant than all the land and sea of Toril. The keystones Tyreus stole were recovered from the place where I met my my end: a place that fell to the Realms from some far plane of existence."
<yeah, I don't know why he waits till now to manifest, but I guess it helps that someone took the lid off the coffin. Anyhow, please roleplay this piece, thanks.>
Marlyth picks up a 'Chip of Creation' and carefully stows the artifact so that she can examine it's property during a short rest and attune to the item. She has observed the painting of the last adventuring party and the portrait of the 'Highstar Lake'. She attempts to gauge the distance between the sepulcher and the lake while inspecting her map and prepares herself to guide her group through the area. "Is it possible to travel faster than usual if we travel by air vehicle? Or should I track down 'Pistachio'?"
Wisdom: Survival 14 (Proficiency bonus doubled from 'Natural Explorer' feature)
"How do we find the place where your soul lost access to the mortal body? Is it located somewhere around the lake?"
Marlyth will immediately believe the words of the apparition because of her superstitious belief, she will try to perform an exorcism ritual if she has enough time.
(Marlyth can craft Potion of Healing, Potion of Climbing from Earth Elemental Dust, Potion of Swimming from Water Elemental Droplet, she needs 24 hours.)
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
"What about that teleportation circle?" asks Tabaqui. "Maybe it will take us right to him."