OOC (Welcome back. Lets see if we can figure out what happened while I was away. I'd like for the last member to introduce themselves before we go too far.)
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
What is the limitation of how many times a day this ability can be used? 1 - 3 would be appropriate at this level.
Thoughts... your cell is 10' by 15'. If you teleport party a minimum of 5', the blast radius will hit you too. That is fine if you want.
Teleporting the party and leaving either the collars and chains or the manacles behind would be and Arcana skill check DC 15. To remove both would be DC 20.
The collars and chains are iron with mechanical locks.
Through all the flashing lights and movement, the final individual trapped within the chains falls over... the distinct clattering of bones is heard as their terribly worn rag robe falls away from their face. A motionless human skeleton lays on the floor
(OOC - Wonderful - Now we should be able to begin in earnest.
Multiple disks expand out the of circular door, rotate in an incoherent pattern, then retract. You hear the scrapping of metal, you have all come to associate with a guard approaching. 'Most' of you hope this means food. It has probably been a few days.
You hear a few booted steps. "Step away from the door, Maggots!" then the iron plate at the foot of the door in another cell.
ooc: Do you want us to post in initiative order or is it just before we take any action? Also, are we free to walk around the room or our are feet bound as well?
Yom is startled by the skeletal figure chained with the other three of them, but it didn’t appear to be moving, so was not of immediate concern. It was moving skeletons that were evil and dangerous, not dead people left to rot on the end of a gang chain.
Hands still manacled behind his back, there was little Yom could do. The rune on the manacle lock gave him pause, as if like the door it was magically empowered, it could cause harm to him, ChatkCha or others if he tried to pick it. He could not cast spells or fight, but he did have his pet and his mind.
The guard appeared to be wearing something to protect it from “verbal magic” from the prisoners, so maybe a distraction…
/OOC
Yom:
Action : Mage Hand (Feat: Telekinesis). Summon the invisible hand over the head of the guard, and try and pull the ear muffs off as a distraction.
Bonus Action: Tell ChatkCha to use his Action
Move: Shuffle the 5’ or so closer to Hakan’s pet in-case it decides to “bamphf” us elsewhere.
Homonculus:
Action: Ready Action
Readied Action: On a “now word” from Yom, Attack (Force Strike) at the guard, else stay out of sight.
Hakan will hold his action. If one of his fellow prisoners tries to open the door or grab for the person putting their hand in, he will give them Guidance (+1d4)
In my worlds, fumbled rolls (Natural 1) usually end up with a failure of some somewhat comedic proportion. This is not a trick, he is not paying attention at all. You all have advantage on all attack rolls during this round. Also, hapless guard has disadvantage on Dex based saves.
I'm trying the best way to figure out posting actions that would happen in sequence and deal with IRL time and schedule delays. This will become more important if we continue after January 7th and the pace of my replies will slow down (I'll be playing out this world we are developing in a live game then going back to work).
I think we should post all our action at the same time, and a note of your initiative order at the top of the post. This may need to make uses of held actions with a trigger, like how Hakan has just done. If actions need to be preformed in a particular sequence we will figure it out at that time. Feel free to discuss amongst yourselves privately or OOC in the thread just how a group playing together in the same room would coordinate actions. This will be explained by the exemplary comradery of the team. ___________________________________ Now back on topic....
Make an Insight roll when you post your action.
Insight DC 10
While the magical ear muffles would prevent effects like Command that require the hapless guard to hear to understand, he also just cannot hear as well.
Insight DC 15
The hapless guard acts like he is listening to music. His head is bobbing to a beat. As well his hand is tapping to the rhythm. This is this worlds incarnation of head phones... with a twist.
The weakest link in most security systems are the people using them.
This post has potentially manipulated dice roll results.
Ronin says to the group, "I don't think the guard out there cares about what happens in here. If we are going this, we need to all be ready for the fight that comes or else we become the literal or metaphorical pile of bones over there."
Ronin then looks to Yom, "Big one, turn around. Imma break that lock on your chains behind you with my feet..."
Ronin waits for Yom to turn around to break his lock to free his arms..
Freezing the lock to damage the mechanical components of lock or more probably an individual chain link possible. Putting a column of water between a link in the chain and freezing it will do 1d8 bludgeoning damage. 5 damage will be needed to break a weak iron chain link. 10 damage for a collar lock.
Please make a DC Arcana roll. For each 5 points of success, I'll let you perform this maneuver simultaneously on each length of chain.
(You are also pretty sure you can make it through the 1 by 1 slot in a standard movement action)
"I can try to put some water into the lock and freeze it to expand and break it open"
D&D since 1984
"Nice Idea!!" Ronin exclaims
"If you can, go for the Big Guy first. He looks like he can scrape steel at ease. These chains will be easier to get off..."
OOC
(Welcome back. Lets see if we can figure out what happened while I was away. I'd like for the last member to introduce themselves before we go too far.)
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
What is the limitation of how many times a day this ability can be used? 1 - 3 would be appropriate at this level.
Thoughts... your cell is 10' by 15'. If you teleport party a minimum of 5', the blast radius will hit you too. That is fine if you want.
Teleporting the party and leaving either the collars and chains or the manacles behind would be and Arcana skill check DC 15. To remove both would be DC 20.
The collars and chains are iron with mechanical locks.
The manacles have a rune engraved on the side.
Given this, how would you like to proceed?
Through all the flashing lights and movement, the final individual trapped within the chains falls over... the distinct clattering of bones is heard as their terribly worn rag robe falls away from their face. A motionless human skeleton lays on the floor
(OOC - Wonderful - Now we should be able to begin in earnest.
Multiple disks expand out the of circular door, rotate in an incoherent pattern, then retract. You hear the scrapping of metal, you have all come to associate with a guard approaching. 'Most' of you hope this means food. It has probably been a few days.
You hear a few booted steps. "Step away from the door, Maggots!" then the iron plate at the foot of the door in another cell.
Three more steps closer...
Initiative Please
OOC: oh shit...
Ronin initiative: 12
Hakan Init 19
D&D since 1984
Yom Initiative 15
Kosh Initiative: 12
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Initiative order:
Yom 15
Hakan 14
Ronin 12 (Ronin has the higher Dex)
Kosh 12
-------------------------------------
Prison Guard 2
The guard isn't paying attention. He is wearing something like ear muffs but with a red crystal glowing on both sides.
Without really looking in your direction, he reaches down to slide the iron plate up and bends forward to slide a tray of food in.
ooc: Do you want us to post in initiative order or is it just before we take any action? Also, are we free to walk around the room or our are feet bound as well?
/OOC
Hakan will hold his action. If one of his fellow prisoners tries to open the door or grab for the person putting their hand in, he will give them Guidance (+1d4)
D&D since 1984
(OOC)
In my worlds, fumbled rolls (Natural 1) usually end up with a failure of some somewhat comedic proportion. This is not a trick, he is not paying attention at all. You all have advantage on all attack rolls during this round. Also, hapless guard has disadvantage on Dex based saves.
I'm trying the best way to figure out posting actions that would happen in sequence and deal with IRL time and schedule delays. This will become more important if we continue after January 7th and the pace of my replies will slow down (I'll be playing out this world we are developing in a live game then going back to work).
I think we should post all our action at the same time, and a note of your initiative order at the top of the post. This may need to make uses of held actions with a trigger, like how Hakan has just done. If actions need to be preformed in a particular sequence we will figure it out at that time. Feel free to discuss amongst yourselves privately or OOC in the thread just how a group playing together in the same room would coordinate actions. This will be explained by the exemplary comradery of the team.
___________________________________
Now back on topic....
Make an Insight roll when you post your action.
Insight DC 10
While the magical ear muffles would prevent effects like Command that require the hapless guard to hear to understand, he also just cannot hear as well.
Insight DC 15
The hapless guard acts like he is listening to music. His head is bobbing to a beat. As well his hand is tapping to the rhythm. This is this worlds incarnation of head phones... with a twist.
The weakest link in most security systems are the people using them.
Ronin says to the group, "I don't think the guard out there cares about what happens in here. If we are going this, we need to all be ready for the fight that comes or else we become the literal or metaphorical pile of bones over there."
Ronin then looks to Yom, "Big one, turn around. Imma break that lock on your chains behind you with my feet..."
Ronin waits for Yom to turn around to break his lock to free his arms..
Insight: 21
Unarmed strike: D/C: 21 Damage: 3
The kick does dent the lock, but the manacles hold.
The guard is still unaware of his surroundings.
Can I try to put some water into one of the locks and freeze it?
D&D since 1984
OOC
Freezing the lock to damage the mechanical components of lock or more probably an individual chain link possible. Putting a column of water between a link in the chain and freezing it will do 1d8 bludgeoning damage. 5 damage will be needed to break a weak iron chain link. 10 damage for a collar lock.
Please make a DC Arcana roll. For each 5 points of success, I'll let you perform this maneuver simultaneously on each length of chain.
(You are also pretty sure you can make it through the 1 by 1 slot in a standard movement action)
Hakan's Arcana: 14
D&D since 1984