"Ok, I can work with that, thanks", Drexon responds to Karm.
He makes his way back into the room and over to the control panel. He then tries to figure out what each of the buttons does based on what Karm told him the labels mean.
He will see first if decreasing the power has an effect.
This post has potentially manipulated dice roll results.
Dvark chuckles at Karm. "You are a very specific type of human Karm. Glad we have you along haha." his expression saddens "I have a Wife back in Vosen. Two kids too. I wish I could have stayed longer." he let's out a long breath with a slight chuckle. "but when the god of Death tells you to prove yourself it doesn't leave you many options."
Dvark sits down next to Karma ritual and begins skimming the orcish book for anything of note.
Drexon, as you enter the chamber once again, you feel the mist flashes beautifully once more. It is tantalizing and you feel that there is nothing more beautiful and profound and awe-inspiring than standing there looking at it. You feel that you can do this and only this for your entire life.
{{Drexon, make another Wisdom save as you enter the room.}}
Dvark, you read through the report, but apart from what Karm has already mentioned, you can barely decipher it. It is written in an incredibly old Orcish alphabet and phrases that you can only decipher parts of it. You can barely understand that there is a large army attacking from another direction and that the army's goal is to take Bast Fort to ensure a foothold on the continent.
Eremoz, as you walk back toward the entrance, you stop a distance away from the entrance junction and can hear once again the sound of skittering footsteps. This time, you can also hear growling and purring accompanying it. It is neither getting closer nor getting farther. It seems to be roaming an area that you have not explored yet. {{In reference to the map shown in the spoiler before, the group took the left path while the sound is coming from the straight path.}}
Drexon, you feel your mind begin to drift as the blinking and flashing lights before you grasp your entire focus. Just as you start to feel relaxed, you shake yourself awake. It seems that the effect of the mist is more powerful than you expected. You get the sense that you will have to fight against the stupefying effect of the mist and light combination every time you enter the room.
You walk past the docile lumbering figures in the chamber toward the panel at the bottom of the middle crystal. Following Karm's translation of each symbol, you push the rune of Decrease, and immediately the number of sparks flying off the crystal lessens. The mist that is being released from the cracks on the crystal slows down and the rate the crystal flashes decrease. As the flashes and the mist lessen, you begin to notice that the three docile creatures in the room begin to tense and twitch. It seems that the magic that had failed to stun you when you enter the room also begins to fail on the three creatures when the power of the crystal is decreased. You get the understanding that turning the crystal off will dissipate the mist and prevent the crystal from possibly exploding, but will allow the three creatures to be free from their stupefied state. From the feeling that you get from the three creatures and the connection you made with one of them, they are definitely not friendly.
Karm responds to Dvark: Lets make sure you get back, then. Sorry, if i knew i wouldn't have been as careless with my humour
Having seen everything there is to see in this room Karm heads back into the hallway and kneels down beside the blood pool.
I hope i am not commiting a divine sin or anything, He mumbles to himself as he takes out a small vial out of his component pouch and scoops up a tiny amount of the blood.
Seeing Karm back in the hallway, Eremoz walks over to him. “There are creatures on the path across from the entrance, possibly animals. As long as we keep an eye out behind us I don’t think they pose an immediate risk.”
Drexon retreats to towards the door, not exiting the mist for fear of it effecting him next time he enters. As he does so he creates a spectral hand next to the control panel.
He then looks to see which of his companions are close by.
Choosing the closest, he creates a telepathic bond. “I can stop the mist, but there are some creatures in here who I sense are unfriendly. Are we ready for that?”, he says it’s not their mind.
He then waits for a response.
{{I think Cob maybe closest right now, but not sure}}
Cob finally comes out of the weird, almost trance-like state he's been in since the group entered the 'other' world just as Drexon's words enter his head.
'From the look and feel of this place, if we find anyone truly friendly I'd say they're hiding something." Cob thinks back to Drexon.
A hint of crackling energy ripples along the strings of Cob's fiddle.
"nothing to apologies for! I was just curious." Glancing past Eremos towards Cob he says "How long has Drexon been in the mist? is anyone keeping an eye on him?"
Karm lifts his open right hand infront of his face and blows out a spark that makes his index finger and middle finger wreathed in flames, essentially holding a fire bolt for when the gog dissipates
Drexon spots the others gathering and prepares himself, before he uses his spectral hand to turn off the crystal from his position close to the door and his allies.
This post has potentially manipulated dice roll results.
{{Alright, we have a surprise round. Roll Initiative with your surprise round action, bonus action (if any), and movement.}}
As Drexon presses the Power rune to turn off the crystal, the flashes immediately stop and the mist quickly dissipates. The three creatures tense and shake the effect of the mist before letting out a guttural growl. They begin to turn around and all of you can see that the two smaller ones are covered from head to toe with black leather that is most probably the skin -- not hide or fur -- of some creature while the bigger one has rotting flesh all over its front and slightly glazed eyes.
{{Don't worry about this roll yet: 0, 19, 16.}}
{{Make your attack with advantage if you are targeting the larger creature.}}
This post has potentially manipulated dice roll results.
Karm‘s initiative: 14
held action: 24 for 3 fire damage
regular action: 11 for 6 fire damage
I forgot to mention the target. Karm would definetly unload on the big fella. If that seems to meta-gamey, just ignore the second rolls (i didnt roll with advantage)
Seeing the mist clear Dvark mutters to the group "don't seem too friendly."
Dvark quickly dashes forward and baseball slides between Drexon and the enemies and casts Turn undead (WIS save 14) ((I would like to try and be within 30 feet of all 3 if possible. If I didn't have enough movement I can adrenaline rush for a bonus action dash.))
"Ok, I can work with that, thanks", Drexon responds to Karm.
He makes his way back into the room and over to the control panel. He then tries to figure out what each of the buttons does based on what Karm told him the labels mean.
He will see first if decreasing the power has an effect.
Dvark chuckles at Karm. "You are a very specific type of human Karm. Glad we have you along haha." his expression saddens "I have a Wife back in Vosen. Two kids too. I wish I could have stayed longer." he let's out a long breath with a slight chuckle. "but when the god of Death tells you to prove yourself it doesn't leave you many options."
Dvark sits down next to Karma ritual and begins skimming the orcish book for anything of note.
Investigation:16
Eremoz stares at the symbol for a few seconds. “Hmm… I’ll be in the hallway.”
Walking out into the hallway, he walks a few feet back towards the entrance and listens for more footsteps.
Perception: 10
Drexon, as you enter the chamber once again, you feel the mist flashes beautifully once more. It is tantalizing and you feel that there is nothing more beautiful and profound and awe-inspiring than standing there looking at it. You feel that you can do this and only this for your entire life.
{{Drexon, make another Wisdom save as you enter the room.}}
Dvark, you read through the report, but apart from what Karm has already mentioned, you can barely decipher it. It is written in an incredibly old Orcish alphabet and phrases that you can only decipher parts of it. You can barely understand that there is a large army attacking from another direction and that the army's goal is to take Bast Fort to ensure a foothold on the continent.
Eremoz, as you walk back toward the entrance, you stop a distance away from the entrance junction and can hear once again the sound of skittering footsteps. This time, you can also hear growling and purring accompanying it. It is neither getting closer nor getting farther. It seems to be roaming an area that you have not explored yet. {{In reference to the map shown in the spoiler before, the group took the left path while the sound is coming from the straight path.}}
Drexon
Wisdom Save: 15+3=18
Drexon, you feel your mind begin to drift as the blinking and flashing lights before you grasp your entire focus. Just as you start to feel relaxed, you shake yourself awake. It seems that the effect of the mist is more powerful than you expected. You get the sense that you will have to fight against the stupefying effect of the mist and light combination every time you enter the room.
You walk past the docile lumbering figures in the chamber toward the panel at the bottom of the middle crystal. Following Karm's translation of each symbol, you push the rune of Decrease, and immediately the number of sparks flying off the crystal lessens. The mist that is being released from the cracks on the crystal slows down and the rate the crystal flashes decrease. As the flashes and the mist lessen, you begin to notice that the three docile creatures in the room begin to tense and twitch. It seems that the magic that had failed to stun you when you enter the room also begins to fail on the three creatures when the power of the crystal is decreased. You get the understanding that turning the crystal off will dissipate the mist and prevent the crystal from possibly exploding, but will allow the three creatures to be free from their stupefied state. From the feeling that you get from the three creatures and the connection you made with one of them, they are definitely not friendly.
Karm responds to Dvark: Lets make sure you get back, then. Sorry, if i knew i wouldn't have been as careless with my humour
Having seen everything there is to see in this room Karm heads back into the hallway and kneels down beside the blood pool.
I hope i am not commiting a divine sin or anything, He mumbles to himself as he takes out a small vial out of his component pouch and scoops up a tiny amount of the blood.
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Seeing Karm back in the hallway, Eremoz walks over to him. “There are creatures on the path across from the entrance, possibly animals. As long as we keep an eye out behind us I don’t think they pose an immediate risk.”
Drexon retreats to towards the door, not exiting the mist for fear of it effecting him next time he enters. As he does so he creates a spectral hand next to the control panel.
He then looks to see which of his companions are close by.
Choosing the closest, he creates a telepathic bond. “I can stop the mist, but there are some creatures in here who I sense are unfriendly. Are we ready for that?”, he says it’s not their mind.
He then waits for a response.
{{I think Cob maybe closest right now, but not sure}}
Cob finally comes out of the weird, almost trance-like state he's been in since the group entered the 'other' world just as Drexon's words enter his head.
'From the look and feel of this place, if we find anyone truly friendly I'd say they're hiding something." Cob thinks back to Drexon.
A hint of crackling energy ripples along the strings of Cob's fiddle.
'Ready as ever.'
"nothing to apologies for! I was just curious." Glancing past Eremos towards Cob he says "How long has Drexon been in the mist? is anyone keeping an eye on him?"
Cob looks back from the misty room to Dvark and the others.
"Get ready," Cob says. "Drex is going to turn off the mist but his buddies in there don't sound like they like company."
Eremoz joins them outside the mist room and pulls out his maul. “Ready when you are.”
Karm lifts his open right hand infront of his face and blows out a spark that makes his index finger and middle finger wreathed in flames, essentially holding a fire bolt for when the gog dissipates
Ready
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Drexon spots the others gathering and prepares himself, before he uses his spectral hand to turn off the crystal from his position close to the door and his allies.
Dvark moves next to Eremos, and squats down staring through the fog at Drexon. He prepares to move to screen for Drexon and draws his shield.
{{Alright, we have a surprise round. Roll Initiative with your surprise round action, bonus action (if any), and movement.}}
As Drexon presses the Power rune to turn off the crystal, the flashes immediately stop and the mist quickly dissipates. The three creatures tense and shake the effect of the mist before letting out a guttural growl. They begin to turn around and all of you can see that the two smaller ones are covered from head to toe with black leather that is most probably the skin -- not hide or fur -- of some creature while the bigger one has rotting flesh all over its front and slightly glazed eyes.
{{Don't worry about this roll yet: 0, 19, 16.}}
{{Make your attack with advantage if you are targeting the larger creature.}}
Karm‘s initiative: 14
held action: 24 for 3 fire damage
regular action: 11 for 6 fire damage
I forgot to mention the target. Karm would definetly unload on the big fella. If that seems to meta-gamey, just ignore the second rolls (i didnt roll with advantage)
reroll 1st attack: 11
reroll 2nd attack: 14
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Seeing the mist clear Dvark mutters to the group "don't seem too friendly."
Dvark quickly dashes forward and baseball slides between Drexon and the enemies and casts Turn undead (WIS save 14) ((I would like to try and be within 30 feet of all 3 if possible. If I didn't have enough movement I can adrenaline rush for a bonus action dash.))
Initiative: 17