Morrow, looking at the crystalline orb in the center of the room, you figure that it is likely placed here as some sort of arcane alarm. SInce it doesn't seem to have reacted to you standing outside of the room, you further figure that its range might be limited, or that there might be some other way to try and get past the orb. At any rate, caution is advised as you all move forward.
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Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
"Well this is not a very inviting room, is it?" Dr. William Buddie notes as he peeks into the room from the safety of the other side of the doorway. He does have some knowledge of Arcana and will rack his brain to see if that provides him any knowledge of the blue orb of the imagery upon it. ( Using Guidance18 plus 3 ) After sharing whatever he may remember, or keeping any lack of knowledge to himself, Dr. Buddie would suggest that the room could be trapped, like the hallway. Perhaps in a different manner...
"Sliding our heaviest packs across the floor may be wise before we ourselves step in. If something is triggered I, for one, would prefer it target my backpack than myself..."
Buddie, you figure that the Orb serves as some kind of arcane alarm. While there exist several of these, this doesn't seem to be an incantation, but some form of arcane mechanism, that could probably be fooled or overwhelmed. As the light washes over the room, you notice that close to the plinth, the light doesn't reach the ground. Similar to the alcoves and the doorway that aren't reached by the light, you figure that the blue light is determining what is and what isn't detected by the orb. You reason, that if you were somehow able to prevent the light from reaching you, you might be safe from the orb.
You further figure that, if this is an alarm, you might want to try and disabling or blocking the alarm, rather than triggering it.
If you want to move on ahead into the room, or alternatively push something into the room, we will use the same initiative as before. Buddie and Morrow, you're up first. If you want to stay out of the Orb's light by staying back and observing, please indicate that and add what abilities you want to use.
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Dr. William Buddie is most definitely not stepping, crawling or sliding into the room at this point. In fact after taking a quick second or third look inside he is stepping back and making way for others to do so, or to just get a better look...
How high off the ground does the light stop though? A foot? Inches? The orb floats above the stone plinth, does it cast it's light directly down upon the top of the plinth? If the light is coming from the orb but not fully reaching the floor... Why not? Is something blocking it?
The orb rests on the plinth, and the plinth itself seems to be causing the light shadow within five feet of the orb. The light seems to pulse throughout the room.
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Aftari comes back down the stairs after breaking the trapped sigils. "What's this about?" She gets the gist of it from the others and watches the blue light go around the next room. "We just need to time it then, right? Want me to go first? If I can make it, I'll try to break down that big door on the other side." She tries to time it to that the 'eye' has just gone past, and the blue glow as well, ((I'm assuming that the blue light is going around the room in line with wherever the eye is looking)) then she drops to the ground and does her best army crawl in the same direction that the eye is rotating, trying to make it to the nearest alcove.
This post has potentially manipulated dice roll results.
Aftari starts going for it, crawling along the ground and trying to keep out of sight of the blue light. She almost makes it to the alcove, but she's off in her timing by two crucial seconds, when her heel is brushed by the light. The blue light now seems to concentrate before the orb, before shooting in Aftari's direction. She is however quick enough to pull her leg into the alcove, having the beam hit nothing but the stone floor. As you catch your breath in the alcove, you see the light return to its normal pulsing, washing over the alcove and you in it, harmlessly. You're not sure if that was enough to trigger an alarm or not.
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Aftari sits against the wall for a second then stands up. "Well, either that's fast or I'm slow, who's placing bets?" She flashes another confident smile, but is acting much more carefully. "I don't think I can crawl to the other side, I may have to just run for it. I'll need help with the timing though, it's a bit hard to see from here. Any body got any better ideas? I'm all ears."
"I could pop Shelley into the room," Dr. Buddie notes and then dismisses his owl familiar from their perch above the doorway and re-summons them back into existence in the palm of his hand. "It's not a long range I can move her but if having her appear about 30 feet into the room somewhere would help..."
"Through Shelley I could get us a different viewpoint of the room, if there appears to be a safe space within that range. I am not sure it would provide much help though."
Buddie, do you want to do anything else or are you waiting for a response? Morrow, what would you like to do?
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Ekaterina ponders this puzzle ahead of them trying to come up with a safe way through the room, or a way to deactivate/disarm this object. All from the comfort of her rump by the stairs on the other side of the landing.
After Morrow readies his bow and arrows, you all see a pulse of light wash over the room, including the hidden Aftari. Shortly after, Hal'iday posts up with gun at the ready.
Ekaterina, you figure that there might be a way to deal with this thing: The crypt has been here for possibly centuries, and from the looks of it, there are no dead animals beyond the threshhold, but you did encounter critters in the sepulcher above ground. Your investigative nature kicks in, and you figure that the alarm might not spot anything that is above it, as here too, the light doesn't reach.
As you ponder this, a crazy idea pops into your head: if things in the shadow aren't spotted by the alarm, maybe there's a way to increase the blindspot somehow?
While Ekaterina is pondering, Hadar, what would you like to do?
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Hadar will hold off moving as well, but he'll be ready to give Resistance to the next person who enters the room (Or Aftari if she decides to move again).
Rollback Post to RevisionRollBack
I do both party and individual character commissions. PM me for info.
Corti- Warforged bard of lore (Union!); Jean CamGaret - Half-elven draconic sorcerer (Acjots' Rise of Tiamat); Chretien deMarie - High-elven Cleric of Lliira (Owlbear's Phandalin Adventures)
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Morrow, looking at the crystalline orb in the center of the room, you figure that it is likely placed here as some sort of arcane alarm. SInce it doesn't seem to have reacted to you standing outside of the room, you further figure that its range might be limited, or that there might be some other way to try and get past the orb. At any rate, caution is advised as you all move forward.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
"Well this is not a very inviting room, is it?" Dr. William Buddie notes as he peeks into the room from the safety of the other side of the doorway. He does have some knowledge of Arcana and will rack his brain to see if that provides him any knowledge of the blue orb of the imagery upon it. ( Using Guidance 18 plus 3 ) After sharing whatever he may remember, or keeping any lack of knowledge to himself, Dr. Buddie would suggest that the room could be trapped, like the hallway. Perhaps in a different manner...
"Sliding our heaviest packs across the floor may be wise before we ourselves step in. If something is triggered I, for one, would prefer it target my backpack than myself..."
"Easy enough for you to say doc. Mine might be liable to explode.
Laissez les bons temps rouler
Buddie, you figure that the Orb serves as some kind of arcane alarm. While there exist several of these, this doesn't seem to be an incantation, but some form of arcane mechanism, that could probably be fooled or overwhelmed. As the light washes over the room, you notice that close to the plinth, the light doesn't reach the ground. Similar to the alcoves and the doorway that aren't reached by the light, you figure that the blue light is determining what is and what isn't detected by the orb. You reason, that if you were somehow able to prevent the light from reaching you, you might be safe from the orb.
You further figure that, if this is an alarm, you might want to try and disabling or blocking the alarm, rather than triggering it.
If you want to move on ahead into the room, or alternatively push something into the room, we will use the same initiative as before. Buddie and Morrow, you're up first. If you want to stay out of the Orb's light by staying back and observing, please indicate that and add what abilities you want to use.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Ekaterina sits up after being healed.
”Did it work? Is the door open? Also, what happened?”
She then watches as the traps are destroyed anyways and waits for someone else to figure out the room ahead of them. Those light beams really hurt…
"Yes. This definitely a case of dont go into the light" Haliday peers into the room over the dr trying to get a good look
Laissez les bons temps rouler
Dr. William Buddie is most definitely not stepping, crawling or sliding into the room at this point. In fact after taking a quick second or third look inside he is stepping back and making way for others to do so, or to just get a better look...
How high off the ground does the light stop though? A foot? Inches? The orb floats above the stone plinth, does it cast it's light directly down upon the top of the plinth? If the light is coming from the orb but not fully reaching the floor... Why not? Is something blocking it?
The orb rests on the plinth, and the plinth itself seems to be causing the light shadow within five feet of the orb. The light seems to pulse throughout the room.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Aftari comes back down the stairs after breaking the trapped sigils. "What's this about?" She gets the gist of it from the others and watches the blue light go around the next room. "We just need to time it then, right? Want me to go first? If I can make it, I'll try to break down that big door on the other side." She tries to time it to that the 'eye' has just gone past, and the blue glow as well, ((I'm assuming that the blue light is going around the room in line with wherever the eye is looking)) then she drops to the ground and does her best army crawl in the same direction that the eye is rotating, trying to make it to the nearest alcove.
Stealth 12
Second d20: 19 plus guidance 4
Aftari starts going for it, crawling along the ground and trying to keep out of sight of the blue light. She almost makes it to the alcove, but she's off in her timing by two crucial seconds, when her heel is brushed by the light. The blue light now seems to concentrate before the orb, before shooting in Aftari's direction. She is however quick enough to pull her leg into the alcove, having the beam hit nothing but the stone floor. As you catch your breath in the alcove, you see the light return to its normal pulsing, washing over the alcove and you in it, harmlessly. You're not sure if that was enough to trigger an alarm or not.
23 vs 17 for 2 radiant damage.
Alarm progress (out of six): 2
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Aftari sits against the wall for a second then stands up. "Well, either that's fast or I'm slow, who's placing bets?" She flashes another confident smile, but is acting much more carefully. "I don't think I can crawl to the other side, I may have to just run for it. I'll need help with the timing though, it's a bit hard to see from here. Any body got any better ideas? I'm all ears."
"I could pop Shelley into the room," Dr. Buddie notes and then dismisses his owl familiar from their perch above the doorway and re-summons them back into existence in the palm of his hand. "It's not a long range I can move her but if having her appear about 30 feet into the room somewhere would help..."
"Through Shelley I could get us a different viewpoint of the room, if there appears to be a safe space within that range. I am not sure it would provide much help though."
Buddie, do you want to do anything else or are you waiting for a response? Morrow, what would you like to do?
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
(Waiting to see if anyone has a use for popping the owl into the room. Just expressing I can, I don’t yet see how it’d help though…)
Morrow stays back, keeping his hand on his bow and arrow, fully expecting SOMETHING to attack them with all the noise they're making.
Haliday takes position on the opposite side of the doorway from Morrow pistol drawn
Laissez les bons temps rouler
Ekaterina ponders this puzzle ahead of them trying to come up with a safe way through the room, or a way to deactivate/disarm this object. All from the comfort of her rump by the stairs on the other side of the landing.
After Morrow readies his bow and arrows, you all see a pulse of light wash over the room, including the hidden Aftari. Shortly after, Hal'iday posts up with gun at the ready.
Ekaterina, you figure that there might be a way to deal with this thing: The crypt has been here for possibly centuries, and from the looks of it, there are no dead animals beyond the threshhold, but you did encounter critters in the sepulcher above ground. Your investigative nature kicks in, and you figure that the alarm might not spot anything that is above it, as here too, the light doesn't reach.
As you ponder this, a crazy idea pops into your head: if things in the shadow aren't spotted by the alarm, maybe there's a way to increase the blindspot somehow?
While Ekaterina is pondering, Hadar, what would you like to do?
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Hadar will hold off moving as well, but he'll be ready to give Resistance to the next person who enters the room (Or Aftari if she decides to move again).
I do both party and individual character commissions. PM me for info.
Corti- Warforged bard of lore (Union!); Jean CamGaret - Half-elven draconic sorcerer (Acjots' Rise of Tiamat); Chretien deMarie - High-elven Cleric of Lliira (Owlbear's Phandalin Adventures)