(OOC: Just to simplify things, I'm going to assume that you moved into a better spot to take your shot since, based on where you're standing now, the scout would effectively have full cover. Let me know if you have a problem with my positioning.)
Natasha: Determined to end this fight, you summon all your wits and shake off the effects of the room. You move to a more strategic location and fire your shortbow at the nearly dead scout. The shot barely misses him and pings off the wall behind him.
Jacob closes his eyes tight and tries to shake off the mirror effects before darting down tot he far corner ("SE", 30' to the right) and firing off another eldritch blast in an effort to end this finally...
Int Save: 15
Eldritch Blast: Attack: 19 Damage: 1
(and just in case that INT save wasn't good enough, here's the disadvantaged attack roll: 7 )
(OOC: Reeaaalllly killing it on the damage rolls these days...)
Jacob: You finally manage to shake off the mirror's effects and run to the far corner to get a clear shot. You fire your eldritch blast and it hits the scout square in the chest. He collapses into a lump and doesn't move.
You all won the battle! Now that the fight's over, anyone who was under the effect of the mirrors has the time to adapt to its effects. No one has a disadvantage anymore.
What do you all want to do now?
(OOC: Well, that was the longest fight I've ever run. If my calculations are correct, in world it took 16 rounds or 1 minute and 30 seconds. In the real world time it took 2 months, 3 weeks and 4 days, or 180 posts. Whew!)
Stone will go out in the hallway and start checking the bodies out there for loot. He will also check to see if the area is suitable to set up camp and take a long rest.
(Natasha kicks the Scout lightly, just to make sure he's not 'playing dead'. She half-smiles as Penelope riffles thru his clothing searching for loot.)
"Not so cocky now, are you?"
(She thinks for a moment, then turns to the rest of the party.)
"I'm half tempted to ask one of you to bring him back just so we can pump him for information. Not sure what you all would think about that, though. Either way, this whole ordeal has really taken a lot out of me. Do what you must with the little git."
(She walks to the corridor and joins Stone, finding a safe spot on the wall and slumping down to sit and rest.)
Jacob will aid in the looting, desperate for anything to offer healing and looking specifically for anything he can take from that scout as a trophy. Finishing that he'll stick w Penelope and meet up with the others in the hall to find a place for a rest.
Rollback Post to RevisionRollBack
Jacob Bray - The Call of Lon-Dia, Human Bloodhunter 3
You all methodically check the bodies of your fallen foes. You make a pile of coins and items in the center of the hallway so you all can examine your haul. This is what you have found:
Money
The 20 Kobolds yield a total of 260 gp
The 2 Winged Kobolds have a total of 28gp.
The 2 Scouts only have 40 sp between them.
You get 72 gp and 10 sp each.
Items
The 20 Kobolds have nothing of else of value.
Between the 2 Scouts you find 4 potions of healing and they each possess one half of a set of Sending Stones. Jacob, you find a red leather belt with the initials RT lovingly etched on the iron buckle as a memento.
Sending Stone Info
SENDING STONES Wondrous item, uncommon Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.
Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
The Winged Kobolds have 4 clumps of a mysterious moss that smells faintly of mint. Anyone who wishes to identify this needs to make a Nature check.
(OOC: Today is the one year anniversary of this game, thanks for sticking with it gang. It's been a lot of fun!)
Penelope shall follow everyone else out into the hall and will make sure to distribute everything evenly among the group. She then finds a place to sit on the ground, letting out a heavy sigh.
"I think I could speak for all of us when I say that fight took a lot out of me. I would suggest a rest before we try to continue."
Penelope will also try to identify one of the clumps, sniffing at it curiously.
(OOC: Thanks for sticking with it everyone, and happy anniversary!)
Jacob pockets the coin and divvies out the healing potions, reluctantly putting his away for later and agreeing with Penelope in a gravely grunt, "These old bones could definitely use a breather. Maybe now that we're more accustomed to that mirrored room we could take it there. Perhaps it would give us an advantage if something got the drop on us - and at the very least it would multiply whatever light we can muster."
He fiddles with the belt buckle, removing it from the belt, before letting out a low sort of snort-sigh, then stuffs them both separately in his pack and tries to have a go at identifying the moss...
Nature: 1
and then promptly has a sneezing fit, "Gah! None for me thanks..."
This post has potentially manipulated dice roll results.
(OOC: Happy Anniversary!!)
As Stone searches for loot he retrieves the javelins he threw. Afterwards he pockets most of his loot, but holds the healing potion up to his friends. "One of you guys should probably hold onto this. Who needs it the most?"
Stone: You instantly recognize these 4 clumps as Deepwood Moss.
Deepwood Moss Info
DEEPWOOD MOSS Wondrous item, Uncommon This useful plant grows solely in places steeped in nature’s magic, at the feet of trees with the potential to eventually awaken into treants. It is highly sought after by both druid circles and rural communities alike for its reputation as one of nature’s gifts.
If clutched in your hand it can be used as a Druidic Focus.
When placed in cold water it glows as if the spell dancing lights was cast on it.
If dissolved in your mouth it restores 1d4 hit points immediately.
If brewed into a basic tea over 30 minutes it restores 2d4+2 hit points when drunk. Makes one serving per clump used.
If prepared (DC 12) using the Cook’s utensils it creates two servings of food that each heal 2d4+2 hit points.
If distilled (DC 12) using the Alchemist’s supplies it yields two flasks of Alchemist’s Fire that cannot burn plants.
If brewed (DC 12) using the Brewer’s supplies it makes two servings of ale that when drank induce a restful 8 hour sleep that will remove all diseases and poisons affecting the imbiber if they are left undisturbed in a natural setting for the full duration of their slumber.
If burnt, the smoke trailing off a clump of Deepwood Moss will always travels south, regardless of the wind. Creatures that inhale any amount of this smoke become closer with nature. Treat creatures that inhale the smoke as if speak with plants were cast upon them. One clump of moss burns to completion after giving off 10 minutes of smoke.
After determining who gets to hold on to what (you can all keep talking to decide that if you want), you scout the areas you have been to find the best place to rest. You all end up camping out in the easiest defended part of Everforge Hall, the first room you entered in the south west corner of hall.
You all have an undisturbed long rest and awake fully rested if not a little sore from sleeping in the stone floor. What do you want to do now?
Penelope: You can’t seem to shake off the room’s effects. What’s your move?
Hoard of the Dragon Queen- DM (IRL)
The Sunless Citadel- DM (PbP)
The Call of Lon-Dia- DM (old PbP)
https://linktr.ee/neumie
Penelope will try to use another firebolt on him.
Attack: 20 Damage: 2
OOC: I’ll need a second roll.
Hoard of the Dragon Queen- DM (IRL)
The Sunless Citadel- DM (PbP)
The Call of Lon-Dia- DM (old PbP)
https://linktr.ee/neumie
(OOC: That roll includes disadvantage, in case that's what you're looking for... mouse over it to see the crossed out higher roll (
18/6 + 5 = 11)Jacob Bray - The Call of Lon-Dia, Human Bloodhunter 3
(OOC: Sorry, I see that now. I was originally checking the post on my iPad and it's harder to see that stuff on there.)
Penelope: Your firebolt harmlessly hits the pillar he is hiding behind.
Natasha, you're up. Let's get an intelligence saving throw to see if you can stop the room from messing with you.
Hoard of the Dragon Queen- DM (IRL)
The Sunless Citadel- DM (PbP)
The Call of Lon-Dia- DM (old PbP)
https://linktr.ee/neumie
Intelligence Saving Throw: 18
OOC: I'm assuming that saves.
(Natasha tries to steady herself enough to take a shot with her Shortbow.)
Attack: 12 Damage: 9
DM - Tomb of the Delian Order One-Shot (Level 1)
Natasha - The Call of Lon-Dia Human Rogue (Level 4)
(OOC: Just to simplify things, I'm going to assume that you moved into a better spot to take your shot since, based on where you're standing now, the scout would effectively have full cover. Let me know if you have a problem with my positioning.)
Natasha: Determined to end this fight, you summon all your wits and shake off the effects of the room. You move to a more strategic location and fire your shortbow at the nearly dead scout. The shot barely misses him and pings off the wall behind him.
Jacob, you're up.
(OOC: Happy Easter everyone who celebrates it.)
Hoard of the Dragon Queen- DM (IRL)
The Sunless Citadel- DM (PbP)
The Call of Lon-Dia- DM (old PbP)
https://linktr.ee/neumie
Jacob closes his eyes tight and tries to shake off the mirror effects before darting down tot he far corner ("SE", 30' to the right) and firing off another eldritch blast in an effort to end this finally...
Int Save: 15
Eldritch Blast: Attack: 19 Damage: 1
(and just in case that INT save wasn't good enough, here's the disadvantaged attack roll: 7 )
(OOC: Reeaaalllly killing it on the damage rolls these days...)
Jacob Bray - The Call of Lon-Dia, Human Bloodhunter 3
Jacob: You finally manage to shake off the mirror's effects and run to the far corner to get a clear shot. You fire your eldritch blast and it hits the scout square in the chest. He collapses into a lump and doesn't move.
You all won the battle! Now that the fight's over, anyone who was under the effect of the mirrors has the time to adapt to its effects. No one has a disadvantage anymore.
What do you all want to do now?
(OOC: Well, that was the longest fight I've ever run. If my calculations are correct, in world it took 16 rounds or 1 minute and 30 seconds. In the real world time it took 2 months, 3 weeks and 4 days, or 180 posts. Whew!)
Hoard of the Dragon Queen- DM (IRL)
The Sunless Citadel- DM (PbP)
The Call of Lon-Dia- DM (old PbP)
https://linktr.ee/neumie
Penelope will begin checking bodies for anything of interest starting with the scout.
Stone will go out in the hallway and start checking the bodies out there for loot. He will also check to see if the area is suitable to set up camp and take a long rest.
Shake - Fenris Worldsbane's Tales From the Yawning Portal: Sunless Citidal
Randy Doe - Water Deep: Dragon Heist
My Thingiverse Profile
(Natasha kicks the Scout lightly, just to make sure he's not 'playing dead'. She half-smiles as Penelope riffles thru his clothing searching for loot.)
"Not so cocky now, are you?"
(She thinks for a moment, then turns to the rest of the party.)
"I'm half tempted to ask one of you to bring him back just so we can pump him for information. Not sure what you all would think about that, though. Either way, this whole ordeal has really taken a lot out of me. Do what you must with the little git."
(She walks to the corridor and joins Stone, finding a safe spot on the wall and slumping down to sit and rest.)
DM - Tomb of the Delian Order One-Shot (Level 1)
Natasha - The Call of Lon-Dia Human Rogue (Level 4)
Jacob will aid in the looting, desperate for anything to offer healing and looking specifically for anything he can take from that scout as a trophy. Finishing that he'll stick w Penelope and meet up with the others in the hall to find a place for a rest.
Jacob Bray - The Call of Lon-Dia, Human Bloodhunter 3
You all methodically check the bodies of your fallen foes. You make a pile of coins and items in the center of the hallway so you all can examine your haul. This is what you have found:
Money
The 20 Kobolds yield a total of 260 gp
The 2 Winged Kobolds have a total of 28gp.
The 2 Scouts only have 40 sp between them.
You get 72 gp and 10 sp each.
Items
The 20 Kobolds have nothing of else of value.
Between the 2 Scouts you find 4 potions of healing and they each possess one half of a set of Sending Stones. Jacob, you find a red leather belt with the initials RT lovingly etched on the iron buckle as a memento.
Sending Stone Info
SENDING STONES
Wondrous item, uncommon
Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.
Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
The Winged Kobolds have 4 clumps of a mysterious moss that smells faintly of mint. Anyone who wishes to identify this needs to make a Nature check.
(OOC: Today is the one year anniversary of this game, thanks for sticking with it gang. It's been a lot of fun!)
Hoard of the Dragon Queen- DM (IRL)
The Sunless Citadel- DM (PbP)
The Call of Lon-Dia- DM (old PbP)
https://linktr.ee/neumie
OOC: Thank you for being such a great DM, Neumie! We appreciate it very much.
DM - Tomb of the Delian Order One-Shot (Level 1)
Natasha - The Call of Lon-Dia Human Rogue (Level 4)
OOC: Happy one year of gaming you guys!
Penelope shall follow everyone else out into the hall and will make sure to distribute everything evenly among the group. She then finds a place to sit on the ground, letting out a heavy sigh.
"I think I could speak for all of us when I say that fight took a lot out of me. I would suggest a rest before we try to continue."
Penelope will also try to identify one of the clumps, sniffing at it curiously.
Nature Check: 6
(OOC: Thanks for sticking with it everyone, and happy anniversary!)
Jacob pockets the coin and divvies out the healing potions, reluctantly putting his away for later and agreeing with Penelope in a gravely grunt, "These old bones could definitely use a breather. Maybe now that we're more accustomed to that mirrored room we could take it there. Perhaps it would give us an advantage if something got the drop on us - and at the very least it would multiply whatever light we can muster."
He fiddles with the belt buckle, removing it from the belt, before letting out a low sort of snort-sigh, then stuffs them both separately in his pack and tries to have a go at identifying the moss...
Nature: 1
and then promptly has a sneezing fit, "Gah! None for me thanks..."
Jacob Bray - The Call of Lon-Dia, Human Bloodhunter 3
(OOC: Happy Anniversary!!)
As Stone searches for loot he retrieves the javelins he threw. Afterwards he pockets most of his loot, but holds the healing potion up to his friends. "One of you guys should probably hold onto this. Who needs it the most?"
He then tries to figure out that moss.
Stone's nature: 20
Shake - Fenris Worldsbane's Tales From the Yawning Portal: Sunless Citidal
Randy Doe - Water Deep: Dragon Heist
My Thingiverse Profile
Stone: You instantly recognize these 4 clumps as Deepwood Moss.
Deepwood Moss Info
DEEPWOOD MOSS
Wondrous item, Uncommon
This useful plant grows solely in places steeped in nature’s magic, at the feet of trees with the potential to eventually awaken into treants. It is highly sought after by both druid circles and rural communities alike for its reputation as one of nature’s gifts.
If clutched in your hand it can be used as a Druidic Focus.
When placed in cold water it glows as if the spell dancing lights was cast on it.
If dissolved in your mouth it restores 1d4 hit points immediately.
If brewed into a basic tea over 30 minutes it restores 2d4+2 hit points when drunk. Makes one serving per clump used.
If prepared (DC 12) using the Cook’s utensils it creates two servings of food that each heal 2d4+2 hit points.
If distilled (DC 12) using the Alchemist’s supplies it yields two flasks of Alchemist’s Fire that cannot burn plants.
If brewed (DC 12) using the Brewer’s supplies it makes two servings of ale that when drank induce a restful 8 hour sleep that will remove all diseases and poisons affecting the imbiber if they are left undisturbed in a natural setting for the full duration of their slumber.
If burnt, the smoke trailing off a clump of Deepwood Moss will always travels south, regardless of the wind. Creatures that inhale any amount of this smoke become closer with nature. Treat creatures that inhale the smoke as if speak with plants were cast upon them. One clump of moss burns to completion after giving off 10 minutes of smoke.
Hoard of the Dragon Queen- DM (IRL)
The Sunless Citadel- DM (PbP)
The Call of Lon-Dia- DM (old PbP)
https://linktr.ee/neumie
After determining who gets to hold on to what (you can all keep talking to decide that if you want), you scout the areas you have been to find the best place to rest. You all end up camping out in the easiest defended part of Everforge Hall, the first room you entered in the south west corner of hall.
You all have an undisturbed long rest and awake fully rested if not a little sore from sleeping in the stone floor. What do you want to do now?
Hoard of the Dragon Queen- DM (IRL)
The Sunless Citadel- DM (PbP)
The Call of Lon-Dia- DM (old PbP)
https://linktr.ee/neumie