(ooc: WOW! an 85% chance of success and I still fail, lol)
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"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.”
Chadderlay will cast Silvery Barbs on Tetrevess (with the bless and paladin bonus you have the best chance to succeed again) and give the next advantage to Angus (it happens right in between rolls at reaction speed so Angus gets to roll with advantage)
(ooc: just trying to get some value out of this spell, lol)
Is this for tbe Con save against blight? That's a regional effect, so SB does t work because if the city fiti9ns imposed in its casting time.
1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
(Ok, so what's happening here? There's a thingy in the middle of this tower that we need, but some giant spectral hands are attacking us to prevent us from getting the thingy? And dispel magic won't work? Is that the situation?)
They do move to attack as you enter the chamber. At this point, I dont k kw thst tbe PCs are actively looking for the means by which to enter the Spire of Iriolarthas, but in either case, literally anyone who rolls over initiative 10 can get to the miniature tower in the center of the chamber before the hands can act, if they wish. If you want to make it more dramatic, write can say they're in the way and you could try the tumble through rule.
"A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn."
It's just for fun, though, at the player's option. If you win initiative and you want to simply walk over to the thing, you can just do it.
Chadderlay will cast Silvery Barbs on Tetrevess (with the bless and paladin bonus you have the best chance to succeed again) and give the next advantage to Angus (it happens right in between rolls at reaction speed so Angus gets to roll with advantage)
(ooc: just trying to get some value out of this spell, lol)
Is this for tbe Con save against blight? That's a regional effect, so SB does t work because if the city fiti9ns imposed in its casting time.
1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
I thik, in a vacuum, I ruled this wrong(ish), because I was evaluating the creature as the caster. Technically, RAW, it would work because allies made a Con save. It's not really hiw the flavor text describes it, though so I'm choosing to maintain my ruling based on the implied RAI.
"You magically distract the triggering creature..." really makes me think this shouldn't work to keep from falling in a pit of lava when the bridge the group is on shakes and someone makes the dex save. It just doesn't fit with the description.
So, anyone moving around the tower of conjuration? We've still got seven more key locations to get through after this one.
If Akame fails to obtain the miniature tower, then Angus will hustle over and give it a go. If the spectral hands swoop towards him, he will toss the statuette to one of his companions.
This post has potentially manipulated dice roll results.
Chadderlay's Initiative: 15
Chadderlay will join in with the others playing 'hot potatoe' with the tower statuette in hopes of keeping it away from the 4 spectral floating hands. If they go towards the one with the statue then we spread out and toss it back and forth as we head for the exit... maybe?
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"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.”
As soon as (whoever) touches the tower, it conjures a glowing doorway to a demiplane. The doorway is 8 feet tall, 4 feet wide, and 5 feet away from the pedestal.
Anyone want to walk through it? All you can see is white light pouring out. Anyone proficient in arcana would know this us a common trick for obscuring the interior without necessity of a door, which could be a huge inconvenience in various circumstances.
If you choose to enter, it will be before the hands act.
Tetrevess gets a 21 initiative. He says “Nothing ventured, nothing gained” … (perhaps his last words? It remains to be seen!). and steps through the glowing portal…
As Tetrevess steps through the doorway, the fabric of reality warps and bends around them as they arrive in the demiplane: a cluttered den 40 feet long and 20 feet wide. Occupying this extradimensional den are three night hags, who watch as a paladin appears beside the wizard. "What have we here?" wonders one hag. "Come dearie, lets find out who you are and why you've come to vusit olus in our humbke home. Come, now, tell Auntie Pinch, Auntie Pillage, and Auntie Plunder, what's on your mind? "
If you submit. The hags take a single memory plucked from each character’s mind.
So, if you do agree, you shoukd describe thar memory, otherwise, action as normal.
“I’m disinclined to acquiesce to the request, personally. I doubt my companions would either. My memories are already a mess. And even my most unpleasant are possibly more useful to me than to you. But we need not resort to violence… here’s a memory for you”.:
he casts major image and a horrifying creature appears…
It is a large, worm-like creature, cut to bits by some vicious blade. The parts still writhe about slimy pools of yellow fluid. At the tapered end a pair of appendages bearing malformed feet and toes contort in agony. At the other tapered end, a humanoid mouth and two bulbous eyes adorn the fore end of the creature, partially connected to several links of the creature. The wounds are slowly closing as the segments rejoin, but the seeping yellow fluid continues to drain into puddles on the floor. It rears up and stares ominously at the Hags.
“Meet Slinker”. Tetrevess says. “An interesting memory. What can you tell us of this place, perhaps some arrangement can be made..”
"Oh child, you barge into out home and demand to k ow oir business?" starts Auntie Pinch. "Such delightful pets these children keep." comments Auntie Plunder. "Your due is paid. With this you may take your leave." Concludes Auntie Pillage.
"BUT, your metal-clad friend," Auntie Pinch raises an outstretched finger, wagging it at Angus. "Still owes us a memory 'fore he may depart."
Looking about tbe room, you note a variety of disturbing trinkets and components. More than a few teeth, looks of hair tied with ribbons, a few small grotesque dolls, one with a shiny needle pl8nged into its chest. A rose quartz figurine of a rabbit sits on a table by the fireplace. A silver necklace lays beside it, bearing a crows foot pendant grasping a yellow-green gem. A small bo e sits upright in a rack on the mantle (a medicine check could reveal its origin, as might mundane unquiry). Besides it, a gourd that bears a child’s face locked in a scream.
An inscription in Draconic is written on the wall of the hags’ den. It reads “Second, summon a flame in the palm of your hand.”
<An insight or Investigation check might be surprisingly informative given the cryptic nature of the fey (turned fiend).>
<MECHANICAL note: Tetrevess can keep the spell slot unless really wants it to be the spell for some reason. The hags can just loft the memory without spending the slot. Likewise no dpell required of Angus.>
<Are Akame and Chadderlay going to join Angus and Tetrevss or fight the hands? Or, I guess, (somewhat unexpextedly) run away?>
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(ooc: WOW! an 85% chance of success and I still fail, lol)
Is this for tbe Con save against blight? That's a regional effect, so SB does t work because if the city fiti9ns imposed in its casting time.
1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
(Ok, so what's happening here? There's a thingy in the middle of this tower that we need, but some giant spectral hands are attacking us to prevent us from getting the thingy? And dispel magic won't work? Is that the situation?)
They do move to attack as you enter the chamber. At this point, I dont k kw thst tbe PCs are actively looking for the means by which to enter the Spire of Iriolarthas, but in either case, literally anyone who rolls over initiative 10 can get to the miniature tower in the center of the chamber before the hands can act, if they wish. If you want to make it more dramatic, write can say they're in the way and you could try the tumble through rule.
"A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn."
It's just for fun, though, at the player's option. If you win initiative and you want to simply walk over to the thing, you can just do it.
Anyone? Roll 10 or higher initiative and act immediately.
Spoiler
This is a social encounter. Just touch the miniature tower.
I thik, in a vacuum, I ruled this wrong(ish), because I was evaluating the creature as the caster. Technically, RAW, it would work because allies made a Con save. It's not really hiw the flavor text describes it, though so I'm choosing to maintain my ruling based on the implied RAI.
"You magically distract the triggering creature..." really makes me think this shouldn't work to keep from falling in a pit of lava when the bridge the group is on shakes and someone makes the dex save. It just doesn't fit with the description.
So, anyone moving around the tower of conjuration? We've still got seven more key locations to get through after this one.
(Sure I'll try it. Initiative 13 )
(Sorry, busy weekend)
Angus Initiative 15
If Akame fails to obtain the miniature tower, then Angus will hustle over and give it a go. If the spectral hands swoop towards him, he will toss the statuette to one of his companions.
Initiative 14
Chadderlay's Initiative: 15
Chadderlay will join in with the others playing 'hot potatoe' with the tower statuette in hopes of keeping it away from the 4 spectral floating hands. If they go towards the one with the statue then we spread out and toss it back and forth as we head for the exit... maybe?
As soon as (whoever) touches the tower, it conjures a glowing doorway to a demiplane. The doorway is 8 feet tall, 4 feet wide, and 5 feet away from the pedestal.
Anyone want to walk through it? All you can see is white light pouring out. Anyone proficient in arcana would know this us a common trick for obscuring the interior without necessity of a door, which could be a huge inconvenience in various circumstances.
If you choose to enter, it will be before the hands act.
Tetrevess gets a 21 initiative. He says “Nothing ventured, nothing gained” … (perhaps his last words? It remains to be seen!). and steps through the glowing portal…
Angus will race after his friend to enter the portal before it shuts...
Akame follows them.
As Tetrevess steps through the doorway, the fabric of reality warps and bends around them as they arrive in the demiplane: a cluttered den 40 feet long and 20 feet wide. Occupying this extradimensional den are three night hags, who watch as a paladin appears beside the wizard. "What have we here?" wonders one hag. "Come dearie, lets find out who you are and why you've come to vusit olus in our humbke home. Come, now, tell Auntie Pinch, Auntie Pillage, and Auntie Plunder, what's on your mind? "
If you submit. The hags take a single memory plucked from each character’s mind.
So, if you do agree, you shoukd describe thar memory, otherwise, action as normal.
“I’m disinclined to acquiesce to the request, personally. I doubt my companions would either. My memories are already a mess. And even my most unpleasant are possibly more useful to me than to you. But we need not resort to violence… here’s a memory for you”.:
he casts major image and a horrifying creature appears…
It is a large, worm-like creature, cut to bits by some vicious blade. The parts still writhe about slimy pools of yellow fluid. At the tapered end a pair of appendages bearing malformed feet and toes contort in agony. At the other tapered end, a humanoid mouth and two bulbous eyes adorn the fore end of the creature, partially connected to several links of the creature. The wounds are slowly closing as the segments rejoin, but the seeping yellow fluid continues to drain into puddles on the floor. It rears up and stares ominously at the Hags.
“Meet Slinker”. Tetrevess says. “An interesting memory. What can you tell us of this place, perhaps some arrangement can be made..”
"Oh child, you barge into out home and demand to k ow oir business?" starts Auntie Pinch. "Such delightful pets these children keep." comments Auntie Plunder. "Your due is paid. With this you may take your leave." Concludes Auntie Pillage.
"BUT, your metal-clad friend," Auntie Pinch raises an outstretched finger, wagging it at Angus. "Still owes us a memory 'fore he may depart."
Looking about tbe room, you note a variety of disturbing trinkets and components. More than a few teeth, looks of hair tied with ribbons, a few small grotesque dolls, one with a shiny needle pl8nged into its chest. A rose quartz figurine of a rabbit sits on a table by the fireplace. A silver necklace lays beside it, bearing a crows foot pendant grasping a yellow-green gem. A small bo e sits upright in a rack on the mantle (a medicine check could reveal its origin, as might mundane unquiry). Besides it, a gourd that bears a child’s face locked in a scream.
An inscription in Draconic is written on the wall of the hags’ den. It reads “Second, summon a flame in the palm of your hand.”
<An insight or Investigation check might be surprisingly informative given the cryptic nature of the fey (turned fiend).>
<MECHANICAL note: Tetrevess can keep the spell slot unless really wants it to be the spell for some reason. The hags can just loft the memory without spending the slot. Likewise no dpell required of Angus.>
<Are Akame and Chadderlay going to join Angus and Tetrevss or fight the hands? Or, I guess, (somewhat unexpextedly) run away?>