Chadderlay will Dash to the back door and test the handle to see if it's locked?
(ty for letting me save the Lightning Bolt spell slot for better targets)
"I found a way in! It's around the back! Hurry!"
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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.”
<Dashing, Chadderlay can make it almost ½ way to the back door. Unless you meant the well, which you could definitely swim down right now. I think i failed to mention Oli sees the traps, with his high perception check. If we assume he tells the nearby PCs, Chadderlay will know of the traps, but needs to make some sort of check to avoid them (acrobatics), or disable them (sleight of hand, theives tools not required, but with proficiency would grant advantage), or use a tactic to trip them harmlessly.>
Oli says, I see a well over hear if we want to go that way. I'll try to disable these traps over here. Oli stows his hand crossbow and throws two psionic daggers (1 attack action, other bonus action) one at each the trip wires of both the traps:
Attack 1 in log: 18 Damage in log: 11
Attack 2 in log: 18 Damage in log: 9
Oli lets the team know how his attempt to spring the traps went.
<ooc: I think if you roll too fast you get the same result. That has happened a lot with my attack rolls. If you want me to re-roll, let me know. How long does our Water Walking have left, and do we also have Water Breathing? #3691>
This post has potentially manipulated dice roll results.
Con save x thunderstep: troll 18
<I heard the dev talk about "how do dice" here and apparently they use a physics engine to simulate rolling actual dice combos, rather than an algorithmic rng, like I'd expected, with an animation to express the roll after its already been determined. The consequence seems to be that sometimes the model isn't that realistic and probably gives the same result when it hits some 'else', but i have no solutions to offer. If it is using internet time as a random seed, that could explain why spacing them out would help. >
As Oli trips the traps near the well, a particularly heavy branch becomes detached feom the tree where it looked quite at home, swinging across the path and smashing into the opposite rock face, with a splash as its underside hits the surface if the water. The log is easily climbed over, resting just above the water, no additional movement cost.
A rippling wave of flames erupts from Tetrevess' position, enveloping the troll nearby, who wails in pain as the wizard steps off toward Chadderlay (I moved the tokens to the max dash distance Chadderlay could move, but if he wanted to go for the well, we csn retcon to have both OCs there, instead. FYI: with the range of thunder step, Tetrevess could have opted to move directly to the front door of the building, which is open, as it is where the first two trolls came from.>
Noted. Tetrevess is 10ft from the door. Also the second troll dies. There's still a new troll in the south. Of all the PCs, It can only reach Sam on its impending turn.
Tetrevess, make a perception check. Players can see the traps on the map. PCs have to look for them. T is already closer to the building than the traps, but can warn others or attempt to disarm them if desired (see #3783 for details).
Traps are the 'X's. Honestly I don't have a DC for them, but I'll say that's a miss.
I know somewhere recently we talked about passive scores a floor for checks. I've been reading more about it and I don't remember what ability we said thst for (I remember being surprised there was a passive score) but as I've come to understand it, in general, passive scores shouldn't be used in combat or periods of stress. Hence the passive dies not apply here and Tetrvess is aware by Nostilax's warning that there are traps, but cannot see the traps. The DC should be oretty high. They are made if natural materials in a swamp and if they have man-made materials, they wouldn't be out if place among the ruins and likely have natural staining and overgrowth. These should be hard to see.
Edit: I remember now it was investigation, which I thought was weird, but I'm still good with calling that a floor. Same for medicine or arcana.
Alistar is up, but Sam and Oli are next. They can already post.
Oli throws a psychic blade at kobold marked 1 on the map and will use a psychic die (Homing Strike) if he misses.
Attack in log: 19 (psychic die not needed I think) Damage in log: 7 (don't know if Oli is hidden from kobold or not so not adding sneak attack)
As a bonus action he will attack kobold marked 2 if the first kobold dies, otherwise he will attack kobold 1 again.
Attack in log:13 (if needed + 6 let me know if needed so I can mark spent psychic die) Damage in log: 8
The traps between the ruins in the north west corner have been disarmed. I'm heading down this well to scout out below, unless you think I should enter through the front doors ahead of the group to look for traps. Unless someone says to go with the group, Oli moves down the tree, over to the well and starts swimming down it.
<ooc: Tried using attack and damage die in text but for damage it said something like 'not able to parse' or something so I redid it all in the log.>
Sam can actually pass Tetrevess, avoiding the traps from hus angle of approach and entering the building if he so chooses.
(Interior description pending)
Oli kills two kobolds with psychic daggers, then starts to swim down. He navigated the tunnel with ease at first, his small body weaving through the tunnels, but after some distance, the angles become partially blocked with organic sediment, forcing the lagomorph to burrow as he holds his breath, until finally he makes it through, emerging from a cistern deep within the temple.
(Description to follow in PM)
<try adding a space after the "]" it helps sometimes
The hall has windows, but they are covered in muck and grime--all but preventing light from entering the structure. Though streams of yellow light trickle through in a few places, all of the areas within are treated as being completely dark. The only light in this dismal place is that which the adventurers have brought with them.
Smell. The smell of mildew and rot is strong here, but not as strong as the troll dung. Dripping water, cracking and falling stone can be heard within.
The trolls care very little for cleanliness and patches of troll dung make the floor slick in some places, while in others, crumbled and fallen stone hinders movement. Both of these conditions are treated as difficult terrain.
The prominent feature of this vast T-shaped room is a large statue of a rearing bull carved from what appears to be a single piece of black basalt standing on a plinth of rough-hewn alabaster.
Mossy vines crawl up the walls and hang from the ceiling.
Doorways are set into the north and south walls of this room-- though their doors fell from their hinges long ago and have since surrendered to the damp.
This post has potentially manipulated dice roll results.
Alistar dispatches his kobold attacker.
The kobolds begin to chatter excitedly in draconic, even a fluent speaker would not unsmderstand most of their gibberish, but you csn make out words like 'water,' 'tunnel,' and 'hurry'.
Several kobolds move around the building. Some dive into the water and a number close around Tetrevess, standing at the front door. Thise who can attack directly with daggers, others more diatant sling rocks at the wizard
Oli says to everyone in his mind, I'm in the base, but I can't see in the dark so I don't know where I am. I was hoping there'd be some light, but apparently all these monsters can see in the dark and don't need light. I'm going to try and light a torch but that will make it harder for me to sneak around unnoticed.
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Chadderlay will Dash to the back door and test the handle to see if it's locked?
(ty for letting me save the Lightning Bolt spell slot for better targets)
"I found a way in! It's around the back! Hurry!"
<Dashing, Chadderlay can make it almost ½ way to the back door. Unless you meant the well, which you could definitely swim down right now. I think i failed to mention Oli sees the traps, with his high perception check. If we assume he tells the nearby PCs, Chadderlay will know of the traps, but needs to make some sort of check to avoid them (acrobatics), or disable them (sleight of hand, theives tools not required, but with proficiency would grant advantage), or use a tactic to trip them harmlessly.>
Alistar and Tetrevess are up.
Initiative
Samogri 21 ✅️✅️✅️
Oli 17 ✅️✅️✅️
Monster 16 ✅️✅️✅️
Alistar 15 ✅️✅️▶️
Randy 12 ✅️✅️✅️
Chadderlay 7 ✅️✅️✅️
Ethan 6 ✅️✅️✅️
Tetrevess 5 ✅️✅️▶️
tetrevess casts a 3rd level Fire- altered thunderstep, trying to hit the troll adjacebt to him and teleporting close to where chadderly is.
16 points of fire damage, DC 22 Con save for half
Oli says, I see a well over hear if we want to go that way. I'll try to disable these traps over here. Oli stows his hand crossbow and throws two psionic daggers (1 attack action, other bonus action) one at each the trip wires of both the traps:
Attack 1 in log: 18
Damage in log: 11
Attack 2 in log: 18
Damage in log: 9
Oli lets the team know how his attempt to spring the traps went.
<ooc: I think if you roll too fast you get the same result. That has happened a lot with my attack rolls. If you want me to re-roll, let me know. How long does our Water Walking have left, and do we also have Water Breathing? #3691>
Con save x thunderstep: troll 18
<I heard the dev talk about "how do dice" here and apparently they use a physics engine to simulate rolling actual dice combos, rather than an algorithmic rng, like I'd expected, with an animation to express the roll after its already been determined. The consequence seems to be that sometimes the model isn't that realistic and probably gives the same result when it hits some 'else', but i have no solutions to offer. If it is using internet time as a random seed, that could explain why spacing them out would help. >
As Oli trips the traps near the well, a particularly heavy branch becomes detached feom the tree where it looked quite at home, swinging across the path and smashing into the opposite rock face, with a splash as its underside hits the surface if the water. The log is easily climbed over, resting just above the water, no additional movement cost.
A rippling wave of flames erupts from Tetrevess' position, enveloping the troll nearby, who wails in pain as the wizard steps off toward Chadderlay (I moved the tokens to the max dash distance Chadderlay could move, but if he wanted to go for the well, we csn retcon to have both OCs there, instead. FYI: with the range of thunder step, Tetrevess could have opted to move directly to the front door of the building, which is open, as it is where the first two trolls came from.>
(he will move to the door then)
Noted. Tetrevess is 10ft from the door. Also the second troll dies. There's still a new troll in the south. Of all the PCs, It can only reach Sam on its impending turn.
Tetrevess, make a perception check. Players can see the traps on the map. PCs have to look for them. T is already closer to the building than the traps, but can warn others or attempt to disarm them if desired (see #3783 for details).
well i rolled an 11, he has A 17 passive perception. are these traps on the map we have? he will point them out via our telepathic bond if he can
Traps are the 'X's. Honestly I don't have a DC for them, but I'll say that's a miss.
I know somewhere recently we talked about passive scores a floor for checks. I've been reading more about it and I don't remember what ability we said thst for (I remember being surprised there was a passive score) but as I've come to understand it, in general, passive scores shouldn't be used in combat or periods of stress. Hence the passive dies not apply here and Tetrvess is aware by Nostilax's warning that there are traps, but cannot see the traps. The DC should be oretty high. They are made if natural materials in a swamp and if they have man-made materials, they wouldn't be out if place among the ruins and likely have natural staining and overgrowth. These should be hard to see.
Edit: I remember now it was investigation, which I thought was weird, but I'm still good with calling that a floor. Same for medicine or arcana.
Alistar is up, but Sam and Oli are next. They can already post.
Alistar, Sam, Oli: you're up.
Initiative
Samogri 21 ✅️✅️✅️✅️
Oli 17 ✅️✅️✅️✅️
Monster 16 ✅️✅️✅️⏸️
Alistar 15 ✅️✅️✅️⏸️
Randy 12 ✅️✅️✅️⏸️
Chadderlay 7 ✅️✅️✅️⏸️
Ethan 6 ✅️✅️✅️⏸️
Tetrevess 5 ✅️✅️✅️⏸️
Oli throws a psychic blade at kobold marked 1 on the map and will use a psychic die (Homing Strike) if he misses.
Attack in log: 19 (psychic die not needed I think)
Damage in log: 7 (don't know if Oli is hidden from kobold or not so not adding sneak attack)
As a bonus action he will attack kobold marked 2 if the first kobold dies, otherwise he will attack kobold 1 again.
Attack in log: 13 (if needed + 6 let me know if needed so I can mark spent psychic die)
Damage in log: 8
The traps between the ruins in the north west corner have been disarmed. I'm heading down this well to scout out below, unless you think I should enter through the front doors ahead of the group to look for traps. Unless someone says to go with the group, Oli moves down the tree, over to the well and starts swimming down it.
<ooc: Tried using attack and damage die in text but for damage it said something like 'not able to parse' or something so I redid it all in the log.>
Sam will just attempt to move up to T and ched
with his bouns action to activate his flame toung
Sam can actually pass Tetrevess, avoiding the traps from hus angle of approach and entering the building if he so chooses.
(Interior description pending)
Oli kills two kobolds with psychic daggers, then starts to swim down. He navigated the tunnel with ease at first, his small body weaving through the tunnels, but after some distance, the angles become partially blocked with organic sediment, forcing the lagomorph to burrow as he holds his breath, until finally he makes it through, emerging from a cistern deep within the temple.
(Description to follow in PM)
<try adding a space after the "]" it helps sometimes
The hall has windows, but they are covered in muck and grime--all but preventing light from entering the structure. Though streams of yellow light trickle through in a few places, all of the areas within are treated as being completely dark. The only light in this dismal place is that which the adventurers have brought with them.
Smell. The smell of mildew and rot is strong here, but not as strong as the troll dung. Dripping water, cracking and falling stone can be heard within.
The trolls care very little for cleanliness and patches of troll dung make the floor slick in some places, while in others, crumbled and fallen stone hinders movement. Both of these conditions are treated as difficult terrain.
The prominent feature of this vast T-shaped room is a large statue of a rearing bull carved from what appears to be a single piece of black basalt standing on a plinth of rough-hewn alabaster.
Mossy vines crawl up the walls and hang from the ceiling.
Doorways are set into the north and south walls of this room-- though their doors fell from their hinges long ago and have since surrendered to the damp.
Alistar tries to bring the whip down on the enemy in front of him again.
OOC:
Attack: 16 Damage: 11
Alistar dispatches his kobold attacker.
The kobolds begin to chatter excitedly in draconic, even a fluent speaker would not unsmderstand most of their gibberish, but you csn make out words like 'water,' 'tunnel,' and 'hurry'.
Several kobolds move around the building. Some dive into the water and a number close around Tetrevess, standing at the front door. Thise who can attack directly with daggers, others more diatant sling rocks at the wizard
Ranged:
1 20 for 4 bludgeoning
2 23 for 4 bludgeoning
3 15 for 4 bludgeoning
4 21 for 4 bludgeoning
5 20 for 4 bludgeoning
6 19 for 4 bludgeoning
Melee
1 18 for 4 piercing
2 20 for 4 piercing
Ceit damage fir #5 1
Is Sam inside the temple or no?
I might have to make a separate room in owlbear for the interior map/s
Is Chadderlay Dashing toward the temple (getting almost ½ way there) or trying for the well?
All the PCs are up.
Samogri 21 ✅️✅️✅️✅️▶️
Oli 17 ✅️✅️✅️✅️▶️
Monster 16 ✅️✅️✅️✅️⏸️
Alistar 15 ✅️✅️✅️▶️
Randy 12 ✅️✅️✅️▶️
Chadderlay 7 ✅️✅️✅️▶️
Ethan 6 ✅️✅️✅️▶️
Tetrevess 5 ✅️✅️✅️▶️
Oli says to everyone in his mind, I'm in the base, but I can't see in the dark so I don't know where I am. I was hoping there'd be some light, but apparently all these monsters can see in the dark and don't need light. I'm going to try and light a torch but that will make it harder for me to sneak around unnoticed.