The gas filling the room didn't phase Laderan, "No worse than the burrow when cousin Thum came to visit!" He watches the two separate struggles, and the heavy blows that Merrick and Vlad have been raining down, understanding the urgency to dispatch these creatures quickly, he again invokes the power granted to him and unleashes his strike.
Although Laderan proves impervious to the poison, the green gas does make it difficult to aim properly. His sand blast nearly strikes Ashtear before sailing off to strike the wall.
The undead extends its claws and swipes swiftly at Sayax.
Red @ Sayax: Attack: Attack: 21 Damage: 6 - if hit, succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. You can repeat the saving throw at the end of each of your turns, ending the effect on a success.
The group makes swift work of destroying this foe. (Combat over!)
To the northeast, stone stairs curl up in a spiral. From the cries of battle, the ring of steel, and the scent of fire and blood, you know the battle upstairs rages as the Harpers take on the minions of Zaldara. Should you join the fray? Or, is the best way to help the Harpers to stay down here and find the phylactery?
Besides the stairs, doors lead east and south. Vladimir has already discovered that the southern door is locked. (Actions?)
The gas lingers in the chamber, produced by the cracks in the ceiling above. It doesn't seem immediately fatal, though its effects do hamper your abilities in the short-term. You would not want to engage in continued battles in this room. (Basically, it causes the poisoned condition but without causing damage)
Visibly pale from inhaling the gas, Oranir waves one arm futilely trying to disperse it as he approaches the stairs, "These probably lead... *cough* to her tower proper." he shakes his head and eyes the other doors nearby, "Her phylactery is probably down here." he approaches the eastern door and tries it open.
This post has potentially manipulated dice roll results.
Glad that the fracas is over, Merrick pulls his tunic up over his boat and mouth to try and block some of the vapors. Seeing Sayax's fresh wounds, he grabs his hand and places a potion of healing in his hand, and closes his scaled hands over it. Merrick avoids speaking to avoid further inhalation of the gasses, but makes sure the dragonborn can see the intent to aid him in his eyes.
Merrick picks himself back up and heads over to the eastern door. He looks through the keyhole and underneath for any visibility into the room and puts an ear to the door to listen for anything stirring within (Perception: 10)
He repeats the process quickly at the locked door to the south (Perception: 7)
"I'll have a go at that lock to the south if you folks want to check the east door? Ashtear, maybe you can lend me a hand?" He readies himself to step again into the room, breathing in the fetid and stale air of the corridor, the faintest tang of iron hanging in the air from the blood fountain. Appreciating comparatively fresh taste in comparison to the poison cloud occupying the room, he takes a last breath before heading in to investigate the door.
Con save: 5
Sleight of Hand: 17 & 10. Use lowest for DA, first as flat if Ashtear helps.
Oranir finds that the eastern door opens easily. Beyond, a small stair leads from a landing to another floor just below it. Arms and armor are mounted on the walls. All are rusted and ruined, save for a round shield, painted red with two battered longswords hanging behind it.
Merrick peers around the room but doesn't see anything obviously dangerous.
14 I'd like to roll and figure out what the gas is exactly. (magical, natural, dead people gas?) Add modifier as approriate if it is something she could figure out.
Ashtear provides help with her own set of tools for the look; but prior to that she will head to the stairs and listen upwards to guage if that is correct that it leads to the surface tower and battle. 1113 (take lower if the con save fails; ignore second if success).
(@gm. What is that little nob or lever on the map I circled. Is that anything specific?)
Oranir furrows his brow and takes a few tentative steps down the stairs, approaching the curious shield to get a better look. The elf narrows his eyes in the darkness and takes a moment to see if anything particular about a red shield's symbology comes to mind, then uses his staff to try and lift it from a distance, checking if there is anything behind it or on its other side.
As Merrick hands the potion of healing over to Sayax, he covers Merrick large hand with the other scaled one and nods in thanks. Sayax holds onto the potion, not wanting to take it while they are in the gas filled room. But is really appreciating his comrades as they assist him and each other as they defeat these creatures. He decides to hang back and wait till the decision is made on which way to go, as long as they all stay together they should be good!
Vladimir stands goes to the doorway of the eastern room and uses his divine sense to attempt to find anything fiendish, undead, desecrated, celestial, or hallowed (the last two are unlikely, but anything's possible). If he finds nothing in the room, he moves to help those working on the south door, by attempting to kick it down if they cannot pick the lock.
Once Vlad has kicked down the South door, "Good show Vladamir!! At least that kept you clean,"Sayax winks at him with his small joke, but then follows him into the Southern chamber, noting the change in atmosphere. "This is odd, I don't think we'll find the same type of creature here, but I doubt this room is empty."
"What a strange room.... Looks scary. Hum.. Also that red shield is suspicious but could be useful. Should we check the armoury before we venture in to this... scary room?" Ashtear requests the group's opinion. The treasure of a shield and perhaps rusted but usable weapons. A lich's armoury is likely guarded but likely useful?
Cautiously, Merrick moves up alongside Vladimir and Sayax to threshold of the room. The chamber is unsettling in how quiet and pristine it looks. That also goes for how the chest appears to be sitting innocously in front of them without undead, spectral tentacles, or other miserable countermeasures.
Taking a page out of the book for what he had seen Ashtear do earlier, he pulls the metal tipped arrows from the skeletons out of his backpack and tosses them one at a time to the side of the pillar in front, then over the chest, then gently lofts one onto the chest itself
(It's unlikely Merrick would know much about arcana, so I'll forgo the roll)
The gas filling the room didn't phase Laderan, "No worse than the burrow when cousin Thum came to visit!" He watches the two separate struggles, and the heavy blows that Merrick and Vlad have been raining down, understanding the urgency to dispatch these creatures quickly, he again invokes the power granted to him and unleashes his strike.
Action: Attack: 6 Damage: 5 force +2 bludgeoning
Movement, 15ft out of the room
Bring out your inner chatacter class...
Although Laderan proves impervious to the poison, the green gas does make it difficult to aim properly. His sand blast nearly strikes Ashtear before sailing off to strike the wall.
The undead extends its claws and swipes swiftly at Sayax.
Red @ Sayax: Attack: Attack: 21 Damage: 6 - if hit, succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. You can repeat the saving throw at the end of each of your turns, ending the effect on a success.
The group makes swift work of destroying this foe. (Combat over!)
To the northeast, stone stairs curl up in a spiral. From the cries of battle, the ring of steel, and the scent of fire and blood, you know the battle upstairs rages as the Harpers take on the minions of Zaldara. Should you join the fray? Or, is the best way to help the Harpers to stay down here and find the phylactery?
Besides the stairs, doors lead east and south. Vladimir has already discovered that the southern door is locked. (Actions?)
(OOC: is the gas still present?)
Tamryn - lvl 4 Wood Elf Rogue - Circle of Light Campaign || Drusilla - lvl 1 Half-Elf Ranger - Sleeping Gods || Grrzark - lvl 1 Goblin Barbarian - Danger at Darkshelf Quarry || DM - LTG - Curse of Strahd
The gas lingers in the chamber, produced by the cracks in the ceiling above. It doesn't seem immediately fatal, though its effects do hamper your abilities in the short-term. You would not want to engage in continued battles in this room. (Basically, it causes the poisoned condition but without causing damage)
Visibly pale from inhaling the gas, Oranir waves one arm futilely trying to disperse it as he approaches the stairs, "These probably lead... *cough* to her tower proper." he shakes his head and eyes the other doors nearby, "Her phylactery is probably down here." he approaches the eastern door and tries it open.
Art Portfolio
Glad that the fracas is over, Merrick pulls his tunic up over his boat and mouth to try and block some of the vapors. Seeing Sayax's fresh wounds, he grabs his hand and places a potion of healing in his hand, and closes his scaled hands over it. Merrick avoids speaking to avoid further inhalation of the gasses, but makes sure the dragonborn can see the intent to aid him in his eyes.
Merrick picks himself back up and heads over to the eastern door. He looks through the keyhole and underneath for any visibility into the room and puts an ear to the door to listen for anything stirring within (Perception: 10)
He repeats the process quickly at the locked door to the south (Perception: 7)
"I'll have a go at that lock to the south if you folks want to check the east door? Ashtear, maybe you can lend me a hand?" He readies himself to step again into the room, breathing in the fetid and stale air of the corridor, the faintest tang of iron hanging in the air from the blood fountain. Appreciating comparatively fresh taste in comparison to the poison cloud occupying the room, he takes a last breath before heading in to investigate the door.
Con save: 5
Sleight of Hand: 17 & 10. Use lowest for DA, first as flat if Ashtear helps.
Bring out your inner chatacter class...
Oranir finds that the eastern door opens easily. Beyond, a small stair leads from a landing to another floor just below it. Arms and armor are mounted on the walls. All are rusted and ruined, save for a round shield, painted red with two battered longswords hanging behind it.
Merrick peers around the room but doesn't see anything obviously dangerous.
She would help
13 Con Save for poisoned.
14 I'd like to roll and figure out what the gas is exactly. (magical, natural, dead people gas?) Add modifier as approriate if it is something she could figure out.
Ashtear provides help with her own set of tools for the look; but prior to that she will head to the stairs and listen upwards to guage if that is correct that it leads to the surface tower and battle. 11 13 (take lower if the con save fails; ignore second if success).
(@gm. What is that little nob or lever on the map I circled. Is that anything specific?)
Oranir furrows his brow and takes a few tentative steps down the stairs, approaching the curious shield to get a better look. The elf narrows his eyes in the darkness and takes a moment to see if anything particular about a red shield's symbology comes to mind, then uses his staff to try and lift it from a distance, checking if there is anything behind it or on its other side.
Art Portfolio
CON save for Sayax being attacked 21
As Merrick hands the potion of healing over to Sayax, he covers Merrick large hand with the other scaled one and nods in thanks. Sayax holds onto the potion, not wanting to take it while they are in the gas filled room. But is really appreciating his comrades as they assist him and each other as they defeat these creatures. He decides to hang back and wait till the decision is made on which way to go, as long as they all stay together they should be good!
Vladimir stands goes to the doorway of the eastern room and uses his divine sense to attempt to find anything fiendish, undead, desecrated, celestial, or hallowed (the last two are unlikely, but anything's possible). If he finds nothing in the room, he moves to help those working on the south door, by attempting to kick it down if they cannot pick the lock.
Tamryn - lvl 4 Wood Elf Rogue - Circle of Light Campaign || Drusilla - lvl 1 Half-Elf Ranger - Sleeping Gods || Grrzark - lvl 1 Goblin Barbarian - Danger at Darkshelf Quarry || DM - LTG - Curse of Strahd
Vladimir does not detect any enemies in the armory room.
He moves to the southern door and manages to force it open with a few strong kicks!
The air in this chamber is alive, dancing with some unseen energy. Two thick pillars extending floor to ceiling hum. Between them sits an iron chest.
(Please make Intelligence (Arcana) checks.)
Once Vlad has kicked down the South door, "Good show Vladamir!! At least that kept you clean," Sayax winks at him with his small joke, but then follows him into the Southern chamber, noting the change in atmosphere. "This is odd, I don't think we'll find the same type of creature here, but I doubt this room is empty."
Arcana 5
17 arcana
"What a strange room.... Looks scary. Hum.. Also that red shield is suspicious but could be useful. Should we check the armoury before we venture in to this... scary room?" Ashtear requests the group's opinion. The treasure of a shield and perhaps rusted but usable weapons. A lich's armoury is likely guarded but likely useful?
Cautiously, Merrick moves up alongside Vladimir and Sayax to threshold of the room. The chamber is unsettling in how quiet and pristine it looks. That also goes for how the chest appears to be sitting innocously in front of them without undead, spectral tentacles, or other miserable countermeasures.
Taking a page out of the book for what he had seen Ashtear do earlier, he pulls the metal tipped arrows from the skeletons out of his backpack and tosses them one at a time to the side of the pillar in front, then over the chest, then gently lofts one onto the chest itself
(It's unlikely Merrick would know much about arcana, so I'll forgo the roll)
Merrick’s arrows clatter into the room. Nothing happens.