The galeb duhr start making a sound, harmonizing in a low vibration. They sway in unison as the stones comprising the altar behind to sway and move in time. The stone topple, but do no fall I eat, rather they roll around d on their own, animated by the elements. The Boulder u Der rhe gravel begins to swirl faster and faster, like a coin spinning on its side rolling to a flat halt, but played in reverse. The stone, now on its edge, rolls away down the hill. Revealing a 5ft diameter tunnel.
"We'll wait here for your re-emergence. We must keep the hill sealed. Please take care. Good luck to you, heroes."
This angled chamber is home to a pile of yellowed, rotten bones large enough to be human or similar. The angle of the room has caused all the bones to heap in one corner. Lots of slender rib bones suggest serpentinebodies or copious humanoid ribcages. Snake-like skulls—each the size of a human’s or a dwarf’s—peer out from the pile. They all look to be caught in place by the rough walls and whatever gore once clung to the bones—but they look like they could fall toward you at any moment.
<The angled floors are pretty severe. They count as difficult terrain and there's some other mechanics around it too, but I'll let you know if and when they come up. The physics if a steep floor are in effect, they all follow from that>
This post has potentially manipulated dice roll results.
Marlyth will use the tunnel entrance to get access to the angled chamber, then she will move forward without any issue while carelessly disregarding the fact that the angled floors might be difficult terrain (Feature: Land's Stride). If she can scale the steep floor of the chamber and reach the pile of bones, she will cast Detect Magic.
As Tabaqui and Marlyth approach the bones, leaning in close to get a good look, the pile of osseous matter begins to shake and tremble, swelling and writhing in a great wave, towering overhead before crashing down on the pair of explorers and quickly reforming.
Each creature within 10 feet of the horror must make a DC 15 Dexterity saving throw, taking 24 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also knocked prone.
When you are subjected to an effect that allows you to make a DEX saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
)
Tabaqui leaps backwards, but the bones catch his legs, wounding him and knocking him prone.
(Angus would have entered the room, not sure if he was within 10 feet of the bones... how big is the room?)
Angus and Calner can place themselves as they wish.
It doesn't say hiw large the room is and it's not drawn to scale, so let's say 40'x40'.
(Edit: now that I see it, that's probably too big, but that's what it is now)
Because of the nature of the thing I'm not inclined to draw a map. It's like a small sea of bones in a relatively small space. But if we fancy it, here is a link to a map
This room is dimly lit because we just opened a skylight, but here are some general features of the broader subterranean area:
Construction. None of this was built; all of it was conjured, either by distant mages’ spells or by forgotten powers of the Stone itself. Individual stones and mortar were never set in place by hand.
The whole place has a cold orderliness to it, made uneven by the passage of time. Water seeping into this place over thousands of years has been poisoned by the stone shell.
Light. No natural light makes it into the lair. The creatures that dwell here reside in almost total darkness most of the time. Whatever light the adventurers bring is what they have.
Sound. Despite any mundane acoustical properties, the inside of this lair feels eerily quiet. Even the sounds of a battle seem strangely muted.
<I really should have rolled initiative (honestly it just makes no narrative sense that you could roll higher initiative, but I also don't think you're surprised by RAW. So, mechanically I handled this open like a trap that uses the monsters action for the round. I should have called for initiative then though.>
You're in 7. Really if 3 was North as the other map suggests, you wouldn't have as much light as if it was south (the high moor is on the northern hemisphere), but let's call it midday.
This post has potentially manipulated dice roll results.
Round 1
Angus will advance past Tabaqui to the right side of the Horror until he is within melee range, he will next cast searing smite as a bonus action, and then attack the creature with his longsword twice.
First Longsword Attack: 12 Damage: 12slashing + 2firedamage + ignition of target (CON save 15 or 1d6 fire damage start of each turn)
Second Longsword Attack: 10 Damage: 6slashing + 6firedamage if first attack misses
Map note: I am imagining the right side of the map as the lower end of the room, opening onto the vertical shaft pictured in the side view. I'll draw a red line to represent the edge.
Angus cleaves the pile of bones, scsttering bits of calcified animus across the stone floor. Still, the undead horror looks pretty healthy, as the flames that enshroud it subside.
Con save 18
<The horror has used its action for the round. I k ow I'm breaking the rules a bit, but it's what I'm doing. It's like 'surprise light'.>
This post has potentially manipulated dice roll results.
<It is black. DEEPEST NIGHT (Award after combat)>
Tabaqui strikes the bony mass for massive damage
<prediction: in older editions (at least 3.5) an amorphous mass of bones would be immune to sneak attack, which thematically I agree with and I like that it makes monsters less same-y, but it would be a significant alteration. I do think it will be reintroduced next year>
Grapple check.
17
Marlyth grabs a chunk of bones and drags it toward the edge (movement at half speed for dragging grappled creature represented in image post #1182).
Angus is up, then the horror, which is currently grappled.
FYI, Horrors are a template of creatures from Ravnica.
"Sometimes it's best to take the road less traveled. I vote enter this way, " declares Tabaqui.
The galeb duhr start making a sound, harmonizing in a low vibration. They sway in unison as the stones comprising the altar behind to sway and move in time. The stone topple, but do no fall I eat, rather they roll around d on their own, animated by the elements. The Boulder u Der rhe gravel begins to swirl faster and faster, like a coin spinning on its side rolling to a flat halt, but played in reverse. The stone, now on its edge, rolls away down the hill. Revealing a 5ft diameter tunnel.
"We'll wait here for your re-emergence. We must keep the hill sealed. Please take care. Good luck to you, heroes."
This angled chamber is home to a pile of yellowed, rotten bones large enough to be human or similar. The angle of the room has caused all the bones to heap in one corner. Lots of slender rib bones suggest serpentinebodies or copious humanoid ribcages. Snake-like skulls—each the size of a human’s or a dwarf’s—peer out from the pile. They all look to be caught in place by the rough walls and whatever gore once clung to the bones—but they look like they could fall toward you at any moment.
<The angled floors are pretty severe. They count as difficult terrain and there's some other mechanics around it too, but I'll let you know if and when they come up. The physics if a steep floor are in effect, they all follow from that>
Marlyth will use the tunnel entrance to get access to the angled chamber, then she will move forward without any issue while carelessly disregarding the fact that the angled floors might be difficult terrain (Feature: Land's Stride). If she can scale the steep floor of the chamber and reach the pile of bones, she will cast Detect Magic.
Related Ability Check: Investigation/Perception 22
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 will investigate the room, in particular taking a closer, but cautious look at the bones, wary of any signs of necromancy.
Investigation 26
Skeletal horror.
As Tabaqui and Marlyth approach the bones, leaning in close to get a good look, the pile of osseous matter begins to shake and tremble, swelling and writhing in a great wave, towering overhead before crashing down on the pair of explorers and quickly reforming.
Each creature within 10 feet of the horror must make a DC 15 Dexterity saving throw, taking 24 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also knocked prone.
Marlyth: Dexterity Saving Throw: 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 would have entered the room, not sure if he was within 10 feet of the bones... how big is the room?)
Dex Save 11
(Rogue evasion feature -
When you are subjected to an effect that allows you to make a DEX saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
)
Tabaqui leaps backwards, but the bones catch his legs, wounding him and knocking him prone.
Initiative 7
Angus and Calner can place themselves as they wish.
It doesn't say hiw large the room is and it's not drawn to scale, so let's say 40'x40'.
(Edit: now that I see it, that's probably too big, but that's what it is now)
Because of the nature of the thing I'm not inclined to draw a map. It's like a small sea of bones in a relatively small space. But if we fancy it, here is a link to a map
https://www.owlbear.rodeo/game/kTXhUfFni
This room is dimly lit because we just opened a skylight, but here are some general features of the broader subterranean area:
Construction. None of this was built; all of it was conjured, either by distant mages’ spells or by forgotten powers of the Stone itself. Individual stones and mortar were never set in place by hand.
The whole place has a cold orderliness to it, made uneven by the passage of time. Water seeping into this place over thousands of years has been poisoned by the stone shell.
Light. No natural light makes it into the lair. The creatures that dwell here reside in almost total darkness most of the time. Whatever light the adventurers bring is what they have.
Sound. Despite any mundane acoustical properties, the inside of this lair feels eerily quiet. Even the sounds of a battle seem strangely muted.
<I really should have rolled initiative (honestly it just makes no narrative sense that you could roll higher initiative, but I also don't think you're surprised by RAW. So, mechanically I handled this open like a trap that uses the monsters action for the round. I should have called for initiative then though.>
SH initiative 4
You're in 7. Really if 3 was North as the other map suggests, you wouldn't have as much light as if it was south (the high moor is on the northern hemisphere), but let's call it midday.
Angus initiative 11
( I adjusted Angus' starting position to be just behind Tabaqui)
Marlyth: Initiative 17
Constitution Check (To maintain concentration): 2
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
Marlyth 22
Angus 11
Horror 10
Calner 7
Tabaqui 7
It's still round 1
Marlyth will use the 'Wildshape' feature to assume the shape of a Giant Lizard, then she moves 10 ft towards Angus and lowers her head.
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
Round 1
Angus will advance past Tabaqui to the right side of the Horror until he is within melee range, he will next cast searing smite as a bonus action, and then attack the creature with his longsword twice.
First Longsword Attack: 12 Damage: 12 slashing + 2 fire damage + ignition of target (CON save 15 or 1d6 fire damage start of each turn)
Second Longsword Attack: 10 Damage: 6 slashing + 6 fire damage if first attack misses
Map note: I am imagining the right side of the map as the lower end of the room, opening onto the vertical shaft pictured in the side view. I'll draw a red line to represent the edge.
Angus cleaves the pile of bones, scsttering bits of calcified animus across the stone floor. Still, the undead horror looks pretty healthy, as the flames that enshroud it subside.
Con save 18
<The horror has used its action for the round. I k ow I'm breaking the rules a bit, but it's what I'm doing. It's like 'surprise light'.>
Calner and Tabaqui are up.
Tabaqui will stand up, and fire an arrow at the SH.
Shortbow Attack: 13 Damage: 6 + 22 sneak attack, all piercing.
As a bonus action, he will dash backing further away from the monster.
(Marlyth Round 2)
Lizardlyth will move towards the Skeletal Horror in order to grapple the creature and drag it near the inner edge of the chamber.
Grapple Check: 19
(Black? Is this the actual colour of the module?)
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 is black. DEEPEST NIGHT (Award after combat)>
Tabaqui strikes the bony mass for massive damage
<prediction: in older editions (at least 3.5) an amorphous mass of bones would be immune to sneak attack, which thematically I agree with and I like that it makes monsters less same-y, but it would be a significant alteration. I do think it will be reintroduced next year>
Grapple check.
17
Marlyth grabs a chunk of bones and drags it toward the edge (movement at half speed for dragging grappled creature represented in image post #1182).
Angus is up, then the horror, which is currently grappled.
FYI, Horrors are a template of creatures from Ravnica.