Shadow leads the party through the hallway, when it turns east you can see that there are stairs leading down to a room glowing in soft fire like flickers. Descending down the stairs you can see...
Four ornate pillars support the twenty-foot-high ceiling of this room, which is illuminated by lanterns hanging in the corners. Tattered red curtains dangle from iron rods mounted to the walls and pillars. Four rows of ornately carved benches stand in the rectangular area defined by the pillars. Partially set into the south wall is a raised wooden stage with two short staircases leading up to it. Black curtains partially conceal the back wall of the stage, which is painted with an elaborate woodland mural.
Ten feet to the north of your position is a tunnel opening and on the other side of the room there is a short hallway leading into another room with dancing lights.
Ten feet to the north of your position is a tunnel opening and on the other side of the room there is a short hallway leading into another room with dancing lights.
Laladak readies his greatsword to swing on any hostile targets and then walks over to the tunnel with the dancing lights and looks inside.
Are you going north to the tunnel or across the room and into the short hallway to look into the room with the dancing lights?
If you cross the room to investigate the dancing lights, how do you cross the room? Do you cross at the top of the room, in between the benches, or by the stage?
(I can't update the map for several hours, but here is what you see.)
Laladak moves across the room, staying in the middle of the room, moving around the benches. He moves into the short hallway and looks into the room with the Dancing Lights. He sees...
Eight black marble pillars support the thirty-foot-high ceiling of this majestic hall. The pillars are carved to resemble gnome artisans and warriors standing on each other’s shoulders, bracing the vaulted roof with their collective strength. The walls are adorned with faded murals depicting gnomes in reverie – playing pipes, dancing, performing acrobatic stunts, drinking wine, and so forth. The forty-foot-wide hall widens to sixty feet at the south end, where a large circular pool is enclosed by a semicircular, one-foot-high veined marble wall. Carved into the wall above the pool is a gnome visage with water spilling from its wide grin. Four bright lights illuminate the hall from end to end, corner to corner. They flicker and dance like torchlight and drift aimlessly about the hall, changing altitude and direction on a whim. Two piles of rubble, one in the northwest corner and another in the southwest corner, add elements of imperfection to this grand hall, there are tunnels leading out by each pile of rubble. There are three gear doors in the room (E, U, and R).
Laladak sees a naked Skulk hiding behind the closest pillar, it looks posed to throw something in your direction but it looks like it is waiting for you to move further into the room. (You got lucky here, it rolled a natural 1 for it's stealth)
Everyone roll initiatives, but at this point only Laladak and the Skulk(s) can act, since Laladak didn't say anything and the rest of the party is still in the stairwell.
The brown lines in the middle of the room are the benches and are difficult terrain. Please indicate how you you cross the room. Above the benchbe, through them, or below them.
Skulk(s) Initiative 18
Alben's Initiative 20
Fario's Initiative 17
Fellian Initiative 9
Anyone with a higher initiative than the Skulk can act. But besides Laladak act like you don't know what is going on in the next room.
Laladak throws a hand axe at the Skulk Attack: 19 Damage: 5
I thought you had two Hand Axes, you never stated that you pick it up from the tunnel where you used it last. Since I didn't look at your sheet I will overlook it this time, but remember if you throw something you need to say that you retrieve it if you want to use it again.
"You can throw this stone up to 30 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang. Each creature within a 10-foot-radius spread must make a DC 15 Constitution save or be deafened, and suffers a –2 penalty on initiative checks, and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast for 1 hour. (Non-magical)"
The skulk lets out a "curse" in a language you don't understand and picks up a loaded crossbow from the ground and fires it at Laladak Attack: 11 Damage: 7, which misses.
I second skulk hidden behind the further pillar also fires a crossbow at Laladak Attack: 15 Damage: 10, which also misses.
Both of the skulk's back up 20 feet and use the next set of pillars for cover (three-quarters cover)
This post has potentially manipulated dice roll results.
Shadow will move and cunning action move to get into the bottom left corner of the skulks rooms (move around the benches skirting the outside of the first room)
if he has visual on either skulk he will cast vicious mockery dc 13 wisdom save or take 3 psychic damage and and disadvantage on next attack
Rollback Post to RevisionRollBack
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
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Shadow leads the party through the hallway, when it turns east you can see that there are stairs leading down to a room glowing in soft fire like flickers. Descending down the stairs you can see...
Four ornate pillars support the twenty-foot-high ceiling of this room, which is illuminated by lanterns hanging in the corners. Tattered red curtains dangle from iron rods mounted to the walls and pillars. Four rows of ornately carved benches stand in the rectangular area defined by the pillars. Partially set into the south wall is a raised wooden stage with two short staircases leading up to it. Black curtains partially conceal the back wall of the stage, which is painted with an elaborate woodland mural.
Ten feet to the north of your position is a tunnel opening and on the other side of the room there is a short hallway leading into another room with dancing lights.
Laladak readies his greatsword to swing on any hostile targets and then walks over to the tunnel with the dancing lights and looks inside.
I got alot a doods
Are you going north to the tunnel or across the room and into the short hallway to look into the room with the dancing lights?
If you cross the room to investigate the dancing lights, how do you cross the room? Do you cross at the top of the room, in between the benches, or by the stage?
Denku_Akki has let me know that he won't have internet for the next week, he said it was ok if I played for him.
In between the benches.
I got alot a doods
(I can't update the map for several hours, but here is what you see.)Laladak moves across the room, staying in the middle of the room, moving around the benches. He moves into the short hallway and looks into the room with the Dancing Lights. He sees...
Eight black marble pillars support the thirty-foot-high ceiling of this majestic hall. The pillars are carved to resemble gnome artisans and warriors standing on each other’s shoulders, bracing the vaulted roof with their collective strength. The walls are adorned with faded murals depicting gnomes in reverie – playing pipes, dancing, performing acrobatic stunts, drinking wine, and so forth. The forty-foot-wide hall widens to sixty feet at the south end, where a large circular pool is enclosed by a semicircular, one-foot-high veined marble wall. Carved into the wall above the pool is a gnome visage with water spilling from its wide grin. Four bright lights illuminate the hall from end to end, corner to corner. They flicker and dance like torchlight and drift aimlessly about the hall, changing altitude and direction on a whim. Two piles of rubble, one in the northwest corner and another in the southwest corner, add elements of imperfection to this grand hall, there are tunnels leading out by each pile of rubble. There are three gear doors in the room (E, U, and R).
Laladak sees a naked Skulk hiding behind the closest pillar, it looks posed to throw something in your direction but it looks like it is waiting for you to move further into the room. (You got lucky here, it rolled a natural 1 for it's stealth)
Laladak throws a hand axe at the Skulk Attack: 16 Damage: 5
I got alot a doods
Everyone roll initiatives, but at this point only Laladak and the Skulk(s) can act, since Laladak didn't say anything and the rest of the party is still in the stairwell.
The brown lines in the middle of the room are the benches and are difficult terrain. Please indicate how you you cross the room. Above the benchbe, through them, or below them.
Skulk(s) Initiative 18
Alben's Initiative 20
Fario's Initiative 17
Fellian Initiative 9
Anyone with a higher initiative than the Skulk can act. But besides Laladak act like you don't know what is going on in the next room.
Alben walks over to the benches and studies them. He thinks that they might be valuable if you could get them out of here.
I thought you had two Hand Axes, you never stated that you pick it up from the tunnel where you used it last. Since I didn't look at your sheet I will overlook it this time, but remember if you throw something you need to say that you retrieve it if you want to use it again.
Homebrewed Item Edit:
I just eedited Thunderstone it now reads
"You can throw this stone up to 30 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang. Each creature within a 10-foot-radius spread must make a DC 15 Constitution save or be deafened, and suffers a –2 penalty on initiative checks, and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast for 1 hour. (Non-magical)"
(Laladak would like to toggle auto retrieve on his hand axes)
I got alot a doods
Laladak will tell people hes trying to kill something in the next room.
Initiative 4
I got alot a doods
11 initiative
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
Init 19
Oreus sprints forward to get close to Ladalak , passing between the two long benches.
MOVE +DASH
Waiting for Tyris' initiative
(back from a busy weekend)
Initiative: 12
The skulk lets out a "curse" in a language you don't understand and picks up a loaded crossbow from the ground and fires it at Laladak Attack: 11 Damage: 7, which misses.
I second skulk hidden behind the further pillar also fires a crossbow at Laladak Attack: 15 Damage: 10, which also misses.
Both of the skulk's back up 20 feet and use the next set of pillars for cover (three-quarters cover)
Tyris, Laladak, Shadow are up
Shadow will move and cunning action move to get into the bottom left corner of the skulks rooms (move around the benches skirting the outside of the first room)
if he has visual on either skulk he will cast vicious mockery dc 13 wisdom save or take 3 psychic damage and and disadvantage on next attack
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City