Room 5 seems empty, but Duncan notices there is a hidden door on the far wall and it is booby trapped with small narrow completely missable holes. There are no knobs or even any carving like the previous hidden door.
There is also double doors on the northern part of the room.
Opening the doors to the north, Duncan turns back towards the secret door, and not sure how to open it attempts to reach out and hit it with the blunt end of his glaive, hoping to see if he can either trigger the trap, or cause the door to open.
Pleased that he found the lucky stone, Kas puts it in his pouch and spends the rest of the time resting, meditating, and he attunes to it. “Didn’t give the prior owner much luck, did it.” He muses to himself. After the rest, he gets up and follows Duncan with curiosity as he begins to explore the southwestern passage. Kasbis is following behind Duncan, in room 5 when he hears and sees through the door the purple gas rising. “Come back here and close the door. We need to see if there is a way around it. Or I may go forward to see. Poison doesn’t bother me at all…”
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Duncan, behind the door in room 6, looks back in the hallway, and seeing it loop around will open the door to room 7 first, and if it's clear, opening it's SE door also, which he could likely figure out has the wall towards where Kas is.
Kasbis if you stay in room 5 then you and your clothing become coated with a sticky film. Each step becomes harder than the last as your feet begin sticking to the ground. In addition breathing in the gas makes breathing laborious.
This post has potentially manipulated dice roll results.
"Get back!" Duncan cries as the blob moves towards the group. Reacting quickly he's able to swing his glaive at it as it approaches, he then takes his normal attacks immediately after.
initiative 18 reaction: Attack: 9 Damage: 8 on his turn: action: Attack: 11 Damage: 9 bonus: Attack: 19 Damage: 7
(With the critical hit, I suppose the thunder damage would be doubled as well, so 4 thunder damage).
Where does the thunder dmg come from? I see it's blue, but it doesn't appear to be a dice roll. Crits don't double all dmg (or you would also double the +3 from your blast), but only the dice.
Genie’s Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
The vessel’s AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.
If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.
Genie's Vessel: Bottled Respite: 1 Action
/
Long Rest
Genie's Wrath (Djinni)
Once during each of your turns when you hit with an attack roll, you can deal extra thunder damage to the target equal to your proficiency bonus.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Room 5 seems empty, but Duncan notices there is a hidden door on the far wall and it is booby trapped with small narrow completely missable holes. There are no knobs or even any carving like the previous hidden door.
There is also double doors on the northern part of the room.
Opening the doors to the north, Duncan turns back towards the secret door, and not sure how to open it attempts to reach out and hit it with the blunt end of his glaive, hoping to see if he can either trigger the trap, or cause the door to open.
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Room 6 has a single rusted suit of armor standing in the corner and a chest that dominates the central part of the room.
You hear the hiss of air as plumes of purple smoke begin filling the room. The hidden door shifts slightly.
What do you do?
Pleased that he found the lucky stone, Kas puts it in his pouch and spends the rest of the time resting, meditating, and he attunes to it. “Didn’t give the prior owner much luck, did it.” He muses to himself. After the rest, he gets up and follows Duncan with curiosity as he begins to explore the southwestern passage. Kasbis is following behind Duncan, in room 5 when he hears and sees through the door the purple gas rising. “Come back here and close the door. We need to see if there is a way around it. Or I may go forward to see. Poison doesn’t bother me at all…”
A wizard is never late, nor is he early, he arrives precisely when he means to.
Kasbis nature check : 7
A wizard is never late, nor is he early, he arrives precisely when he means to.
Kasbis is unsure what the gas is.
Duncan, behind the door in room 6, looks back in the hallway, and seeing it loop around will open the door to room 7 first, and if it's clear, opening it's SE door also, which he could likely figure out has the wall towards where Kas is.
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Kasbis if you stay in room 5 then you and your clothing become coated with a sticky film. Each step becomes harder than the last as your feet begin sticking to the ground. In addition breathing in the gas makes breathing laborious.
Room 7 has several heavily corroded pickaxes and shovels. There is a wet pile of debris near the southeastern door.
Kasbis follows behind Duncan, especially if the gas continues, he moves on. He is immune to poison. He peers over his shoulder at what lies ahead.
Perception : 20
A wizard is never late, nor is he early, he arrives precisely when he means to.
The gas stays in room 5. Room 6 and 7 are as described above.
Kasbis casts mage hand to push the debris around and see what lies beneath. He stands across the room when he does so.
A wizard is never late, nor is he early, he arrives precisely when he means to.
An ooze springs forth after being disturbed. It menacingly approaches the party
ooze initiative - 10
Round 1 post your initiative and action.
Kasbis Initiative : 17
“More goo, look out!” Kasbis points his hand toward the ooze and a bolt of energy comes out of his hand.
Eldritch blast : Attack: 25 Damage: 13 + 2 thunder damage.
A wizard is never late, nor is he early, he arrives precisely when he means to.
(With the critical hit, I suppose the thunder damage would be doubled as well, so 4 thunder damage).
A wizard is never late, nor is he early, he arrives precisely when he means to.
"Get back!" Duncan cries as the blob moves towards the group. Reacting quickly he's able to swing his glaive at it as it approaches, he then takes his normal attacks immediately after.
initiative 18
reaction: Attack: 9 Damage: 8
on his turn:
action: Attack: 11 Damage: 9
bonus: Attack: 19 Damage: 7
Where does the thunder dmg come from? I see it's blue, but it doesn't appear to be a dice roll. Crits don't double all dmg (or you would also double the +3 from your blast), but only the dice.
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Genie’s Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
The vessel’s AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.
If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.
Once during each of your turns when you hit with an attack roll, you can deal extra thunder damage to the target equal to your proficiency bonus.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Ooze attacks Dunacn with a whip like tendril
Attack: 5 Damage: 4
Acid damage if hit
6
Oriyas stays back and throws the dagger
Attack: 18 Damage: Unable to parse dice roll.