You're all up. The Harpy is Restrained, Poisoned, and Grappled. So all your attacks will likely be at Advantage
Xanrym: Round 8
Xanrym's hope wanes as he and Theldrin miss the harpy, and the monster swoops down toward the darkness that covers Avery. Xanrym hurriedly loads another crossbow bolt, hoping to get another shot as the harpy swoops back up to her perch. But then something amazing happens.! Liarin uses her magical staff, and the snake slithers into the darkness. There's a screech, and the Darkness dissipates, revealing the harpy caught in the coils of the giant snake! Xanrym lets out an excited "Whoop!" How quickly the tides of battle turn.
Xanrym keeps his distance, knowing that it's critical for him to maintain concentration on his spell. The harpy could still kill them all if she could use her charming song. Xanrym takes aim with his crossbow, but before he fires, he says, "You are defeated, you wicked, pigeon-livered crone! You are almost out of time! If you have anything to trade for your life, offer it now!" Poisoned and caught by the snake, he figures that the harpy might beg for her life, but Xanrym is also trying to remind his companions that his spell will not last much longer. They need to finish the deed quickly.
Movement: None. Maintain his position Action: Attack the harpy, Crossbow, Light (80/320): 18 (with advantage), Damage: 5 (piercing) Free Action: Talking, Reloading crossbow.
Theldrin's mind races as he steps back into the room... he considers that Xanrym's spell is likely to end soon, removing the protection the party has had against Araphise's song. He quickly decides that she can't be trusted and would likely betray the party even if she does offer some type of trade, frowning with concentration as he aims another Fire Bolt.
The powerful Firebolt is enough to end the Harpy. She screeches around the room on fire, cursing you all, then finally drops to the floor of the room in a magnificent crash. Araphise is no more.
Now that she's dead you have a moment to look around the pillared room with the treasure hanging like cocooned animals. You see an archway in the northwest corner of the room that has been blocked by fallen rocks, otherwise there are no other exits apart from the way you came in.
The powerful Firebolt is enough to end the Harpy. She screeches around the room on fire, cursing you all, then finally drops to the floor of the room in a magnificent crash. Araphise is no more.
"And so ended the harpy in the wizard's fire, screeching with impotent fury, her voice no longer a weapon," Xanrym mutters, already thinking of how best to capture this scene in any future story.
Xanrym looks around to confirm that everyone survived the fight. He's surprised that they're not worse off than they are, but he supposes that's because Avery bore the brunt of the harpy's attacks. Knowing that he was the one who argued for entering the harpy's den, Xanrym tries to put a positive spin on the fight, "Well, Araphise proved to be a formidable guardian! Thank the gods that we came through and rid the world of such a bloodthirsty monster! And especially that we found that staff earlier, and that you thought to use it, Liarin!"
Xanrym looks around the room to check whether there's anything else alive in this room. He has heard that harpies are ravenous, and he doesn't expect that she left any of her victims alive for long. But maybe she had some sort of guards or pets. Then again, perhaps harpies don't abide any living creature other than other harpies?
As long as there are no other creatures here, Xanrym goes to the body of the harpy. Before the fire burns her too badly, he plucks some undamaged feathers and takes some clippings of her talons and claws. Perhaps some wizard will buy them for use in crafting magic items related to enchantments, songs, or creating darkness.
Now that she's dead you have a moment to look around the pillared room with the treasure hanging like cocooned animals. You see an archway in the northwest corner of the room that has been blocked by fallen rocks, otherwise there are no other exits apart from the way you came in.
Xanrym proposes that the party rest here for a while (Short Rest). He knows that it hasn't been that long since they recovered in the quarters of the Naga's Teeth, but after that fight, he's sure that Avery, at least, could use a rest. They also need to plot their next move. They haven't seen any other cultist guards on this level, and he feels like they must be getting close to the way down to the lower level(s) of the dungeon. After a short rest, perhaps they can explore a little farther and discover the way down before settling down to rest for the night. He bets that few of the dungeon's denizens open the X-marked door to Araphise's Den. The party may be able to come back to this room and rest overnight with little chance of being disturbed.
Before he rests, Xanrym would like to explore the southern room: the harpy's "parlor." If Toska can keep an eye on the X-marked door in the other room, they shouldn't be surprised even if anyone dares to open the door to Araphise's Den. Xanrym can help Theldrin search the harpy's den and gather all of the treasures that she hung from the perches or secreted around the room. Sadly, he expects that these trinkets are probably all that remains of her former victims.
Xanrym will also check the blocked archway to confirm whether it's thoroughly sealed off. (If it is, Xanrym says, "I suppose that the cultists discovered the harpy living here. Or maybe they made a deal and built this den for her. In any case, once they had her here, it looks like they blocked the only exit and trapped her here to use as a guard and an efficient way to get rid of intruders and enemies.")
(OOC: Not sure whether you just want to use Theldrin to roll for the search with Xanrym's help or if I should also roll Investigation for Xanrym.)
Xanrym finds no one still alive in the Harpy's chamber. Many corpses lie around, some old, some new. Toska will happily keep an eye on the door to the north. Theldrin and Xanrym search Araphise's webs and find many pieces of jewellery and coins. All up the items amount to the gold value of 324gp. One of the necklaces is very nice and unusually shiny for the dustiness of this room. It clasps around the neck and has a number of fascinating red and yellow beads hanging from it.
Xanrym checks the blocked archway in the northwest corner and sees that through a concerted effort the boulders and rocks may be moved and the archway cleared. It would require a DC 15 Athletics check to be done quickly and quietly though.
Also, in regards to Detect Magic, the necklace does shine with arcane energy when Theldrin casts the spell.
Additionally, apart from all the magical goods you already have there is another that lights up. Whiskers, currently sitting on Toska's shoulder with his little bauble dangling from his neck, is definitely some kind of magical being. He radiates the same arcane energy as the other magic items. I'm not sure if you've cast that spell with Whiskers around before, but you would have noticed it then too.
The necklace is a Necklace of Adaptation . And you can all safely take a Short Rest now if you wish. Do you discuss plans in the hour it takes to do so?
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The Darkness drops and Toska's Sacred Flame goes off.
Araphise makes DC 12 DEX Save or 5 Radiant Damage: 19
Araphise then continues with her assault on Avery, but also aims her Talon at the snake. All of these at Disadvantage:
Claw 1 against Avery Attack: 9 Damage: 9 Slashing
Claw 2 against AveryAttack: 18 Damage: 6 Slashing
Talon against Constrictor Snake Attack: 8 Damage: 7 Slashing
You're all up. The Harpy is Restrained, Poisoned, and Grappled. So all your attacks will likely be at Advantage
(OOC: reminder that Restrained creatures also have disadvantage on DEX saving throws.)
Disadvatage on that Roll: 17
Avery will attack: 22
Damage 7
Xanrym: Round 8
Xanrym's hope wanes as he and Theldrin miss the harpy, and the monster swoops down toward the darkness that covers Avery. Xanrym hurriedly loads another crossbow bolt, hoping to get another shot as the harpy swoops back up to her perch. But then something amazing happens.! Liarin uses her magical staff, and the snake slithers into the darkness. There's a screech, and the Darkness dissipates, revealing the harpy caught in the coils of the giant snake! Xanrym lets out an excited "Whoop!" How quickly the tides of battle turn.
Xanrym keeps his distance, knowing that it's critical for him to maintain concentration on his spell. The harpy could still kill them all if she could use her charming song. Xanrym takes aim with his crossbow, but before he fires, he says, "You are defeated, you wicked, pigeon-livered crone! You are almost out of time! If you have anything to trade for your life, offer it now!" Poisoned and caught by the snake, he figures that the harpy might beg for her life, but Xanrym is also trying to remind his companions that his spell will not last much longer. They need to finish the deed quickly.
Movement: None. Maintain his position
Action: Attack the harpy, Crossbow, Light (80/320): 18 (with advantage), Damage: 5 (piercing)
Free Action: Talking, Reloading crossbow.
Concentration: Calm Emotions round 9 of 10
Liarin slashes the harpy with her scimitar while the snake bites at its held prey.
Scimitar AC 18, 3 Damage.
Bite: AC: 12, 10 damage.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Theldrin's mind races as he steps back into the room... he considers that Xanrym's spell is likely to end soon, removing the protection the party has had against Araphise's song. He quickly decides that she can't be trusted and would likely betray the party even if she does offer some type of trade, frowning with concentration as he aims another Fire Bolt.
Attack: 26 Damage: 15
The powerful Firebolt is enough to end the Harpy. She screeches around the room on fire, cursing you all, then finally drops to the floor of the room in a magnificent crash. Araphise is no more.
Now that she's dead you have a moment to look around the pillared room with the treasure hanging like cocooned animals. You see an archway in the northwest corner of the room that has been blocked by fallen rocks, otherwise there are no other exits apart from the way you came in.
"And so ended the harpy in the wizard's fire, screeching with impotent fury, her voice no longer a weapon," Xanrym mutters, already thinking of how best to capture this scene in any future story.
Xanrym looks around to confirm that everyone survived the fight. He's surprised that they're not worse off than they are, but he supposes that's because Avery bore the brunt of the harpy's attacks. Knowing that he was the one who argued for entering the harpy's den, Xanrym tries to put a positive spin on the fight, "Well, Araphise proved to be a formidable guardian! Thank the gods that we came through and rid the world of such a bloodthirsty monster! And especially that we found that staff earlier, and that you thought to use it, Liarin!"
Xanrym looks around the room to check whether there's anything else alive in this room. He has heard that harpies are ravenous, and he doesn't expect that she left any of her victims alive for long. But maybe she had some sort of guards or pets. Then again, perhaps harpies don't abide any living creature other than other harpies?
Perception 10
As long as there are no other creatures here, Xanrym goes to the body of the harpy. Before the fire burns her too badly, he plucks some undamaged feathers and takes some clippings of her talons and claws. Perhaps some wizard will buy them for use in crafting magic items related to enchantments, songs, or creating darkness.
Xanrym proposes that the party rest here for a while (Short Rest). He knows that it hasn't been that long since they recovered in the quarters of the Naga's Teeth, but after that fight, he's sure that Avery, at least, could use a rest. They also need to plot their next move. They haven't seen any other cultist guards on this level, and he feels like they must be getting close to the way down to the lower level(s) of the dungeon. After a short rest, perhaps they can explore a little farther and discover the way down before settling down to rest for the night. He bets that few of the dungeon's denizens open the X-marked door to Araphise's Den. The party may be able to come back to this room and rest overnight with little chance of being disturbed.
Before he rests, Xanrym would like to explore the southern room: the harpy's "parlor." If Toska can keep an eye on the X-marked door in the other room, they shouldn't be surprised even if anyone dares to open the door to Araphise's Den. Xanrym can help Theldrin search the harpy's den and gather all of the treasures that she hung from the perches or secreted around the room. Sadly, he expects that these trinkets are probably all that remains of her former victims.
Xanrym will also check the blocked archway to confirm whether it's thoroughly sealed off. (If it is, Xanrym says, "I suppose that the cultists discovered the harpy living here. Or maybe they made a deal and built this den for her. In any case, once they had her here, it looks like they blocked the only exit and trapped her here to use as a guard and an efficient way to get rid of intruders and enemies.")
(OOC: Not sure whether you just want to use Theldrin to roll for the search with Xanrym's help or if I should also roll Investigation for Xanrym.)
Theldrin will join Xanrym in searching the room (rolling with Advantage)
Investigation: 25
Xanrym finds no one still alive in the Harpy's chamber. Many corpses lie around, some old, some new. Toska will happily keep an eye on the door to the north. Theldrin and Xanrym search Araphise's webs and find many pieces of jewellery and coins. All up the items amount to the gold value of 324gp. One of the necklaces is very nice and unusually shiny for the dustiness of this room. It clasps around the neck and has a number of fascinating red and yellow beads hanging from it.
Xanrym checks the blocked archway in the northwest corner and sees that through a concerted effort the boulders and rocks may be moved and the archway cleared. It would require a DC 15 Athletics check to be done quickly and quietly though.
While the others rest Theldrin will cast Detect Magic as a ritual and scan the necklace as well as any other items of interest in the room.
(OOC: Has Theldrin used Arcane Recovery yet today? If not, I thought that he'd want a short rest so that he could get back some spell slots.)
(OOC: Yep, used it last short rest)
If y'all are taking a Short Rest you'll need to roll 1d6 for a random encounter. An encounter ensues on a result of 1
Also, in regards to Detect Magic, the necklace does shine with arcane energy when Theldrin casts the spell.
Additionally, apart from all the magical goods you already have there is another that lights up. Whiskers, currently sitting on Toska's shoulder with his little bauble dangling from his neck, is definitely some kind of magical being. He radiates the same arcane energy as the other magic items. I'm not sure if you've cast that spell with Whiskers around before, but you would have noticed it then too.
Avery nods with approval, "Great job folks, she banged me up for a bit. I could use a short rest to heal up some."
Once he's satisfied he's located any items that radiate magical energy, Theldrin will cast Identify as a ritual to try to identify the necklace.
Random encounter: 1
“Since the snake seems so well behaved, I’ll leave them summoned unless there just isn’t room.”
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
The necklace is a Necklace of Adaptation . And you can all safely take a Short Rest now if you wish. Do you discuss plans in the hour it takes to do so?