This post has potentially manipulated dice roll results.
Xanrym: Round 3
Seeing the last Maw Demon that he can see crumble under the party's coordinated attack, Xanrym says, "I think that they killed the last of those walking jaws!" Seeing Khessa and Avery move away from the doorway of room #6 and to the starboard side of the room, Xanrym moves carefully around the wooden grate and then jogs lightly up the hallway and into the room. Once there, he again moves the Cloud of Daggers, teleporting it to the Ettercap who earlier tried to pull Xanrym into his own spell.
Movement: 30-ft of movement to move north, into room #6. Once through the door, he steps to the west (away from the ettercap) to keep the doorway clear. Action: Magic action to teleport the 5-foot cube of Cloud of Daggers to the Ettercap's space. The Ettercap takes damage: 7 (magical slashing) Note that any creature who enters or who ends its turn in the 5-ft cube AoE also takes the same damage: 7 (magical slashing). Free Action: Talking.
You all blast the Ettercap into oblivion. It get's no chance to fight back as you chop away and hit with spells. You all stand in the web room of the Maw Demons, thick webbing chokes this room, partially covering strung-up bones, shriveled limbs of humanoids and animals, and other gruesome remains. The Maw Demons and the Ettercap lie dead on the floor.
Theldrin sighs, "Not sure what I was expecting when we took this job, but it wasn't a spider nightmare and..." he looks with disdain at the pools of bile and gives one of the Maw Demon corpses a kick. "Whatever these things are... Well, should we search the room or keep moving?"
Theldrin sighs, "Not sure what I was expecting when we took this job, but it wasn't a spider nightmare and..." he looks with disdain at the pools of bile and gives one of the Maw Demon corpses a kick. "Whatever these things are... Well, should we search the room or keep moving?"
Xanrym looks at the remains of the Maw Demons and says, "Indeed! And when I suggested poking around on this deck before we rest, I was just expecting more spiders and ettercaps, or even one of those Choldriths! I was not expecting...whatever these toothy monstrosities were!" He glances apologetically toward Khessa and Coriana, who got caught in the caustic spew from the creatures, since he was the one who advocated for coming down here before resting.
(OOC: Does Xanrym recognize that they're actually demons and not just some weird monstrosity? Religion: 19)
Xanrym thinks that it may be best to rest now (in room # 6 where the Maw Demons were, if the others don't object to the gruesome contents). Xanrym suspects that Krell may still be alive somewhere on the ship. There were five other doors that opened onto the hallway on this deck, not counting the one to the current room. He'd love to clear out a few more spider nuisances before they rest, but he's worried that if they start opening doors, the Company could stumble upon Krell before they're rested and ready.
Syllen does not have an opinion on if we should rest but he might suggest opening the door by the stairs because it looks like a small room.
Xanrym thinks that's a good idea idea, but he says, "I suppose it's really up to our knights in shining armor, since they'll be the first ones through the door again." He looks questioningly at Avery and Khessa and asks, "Are you up for one more room? You'll need to hold back whatever you find inside -- be they spiders or demons or some other foul creature."
Khessa, whose armor is indeed incredibly shiny despite the fact that cobwebs, dirt, and blood should have stained it long ago, smiles confidently at Xanrym: "Everything will be fine! It's like you said before... The spawn of the Spider Queen will learn to fear me! Let's open that door, I will be your barrier against what lies beyond."
(OOC: To be clear, I was just trying to leverage Syllen's current Starry Form and Coriana's current Hex to clear out more of Krell's "minions". Xanrym isn't loving the confined spaces of the lower deck, but it does help to keep the squishier character's out of harms way for now. I was thinking that we'd stop for an Action Rest whenever enough folks want to spend some HD on healing or once we feel like we're getting close to Krell. I think that Coriana and Theldrin both wanted to recover spell slots before that encounter.)
After what they saw in room 6, Xanrym no longer expects to find any survivors from the Emperor of the Waves's original crew. At this point, he thinks that they should kill anything that moves until they find Aubrek's crate or until they confirm that the crate is no longer on board.
Assuming that the Company is OK with Khessa opening the door closest to room 6 (at the northwest end of the hallway #5), Xanrym suggests that Avery stand just south of her so that he can block off the hallway in case anything comes out of one of the other doors, especially the door just across the hall and south of the door that Khessa will open.
Xanrym would stand just north of Khessa, unless Syllen wants that spot. The rest of the Company can hang back in area #6 since that room seems safe now and provides a decent view on the door that Khessa is about to open. (If Xanrym is in room 6, he'll equip his crossbow. If he's next to Khessa, he gets out his spear, holding it in both hands.) Before Khessa opens the door, Xanrym will Ready the spell Vicious Mockery, triggering if anything inside the room emerges or attacks as soon as Khessa opens the door.
Syllen does not have an opinion on if we should rest but he might suggest opening the door by the stairs because it looks like a small room.
Xanrym thinks that's a good idea idea, but he says, "I suppose it's really up to our knights in shining armor, since they'll be the first ones through the door again." He looks questioningly at Avery and Khessa and asks, "Are you up for one more room? You'll need to hold back whatever you find inside -- be they spiders or demons or some other foul creature."
Syllen finds nothing more of note in room 6. Khessa open the door to a small room under the stairs, this one with few spider webs inside. Palm fronds are piled up in one corner of this room to make a crude bed. Nearby, an oblong shield leans against the wall. The shield bears the symbol of a humanoid skull with spiders crawling from its eye sockets. Two weathered humanoid skulls hang from wooden pegs on the wall.
"Maybe we found the new 'captain's' cabin?" Khessa raises an eyebrow ironically "I like weapons that are too big to allow the use of a shield. - also because I can shield myself with magic. But maybe it could be useful to you, Avery?"
The blonde arcane warrior in the meantime tries to eliminate the remaining cobwebs and summarily searches the bed of palm leaves and the skulls... just in case something has fallen (or was hidden) there.
This post has potentially manipulated dice roll results.
Xanrym breathes a sigh of relief that there's a least one room in this place that doesn't hide something that's trying to kill them! While Khessa (and Syllen?) search the room with the palm fronds, Xanrym suggests that Coriana, Theldrin, and he can search their room (room #6 where the maw demons were). Investigation: 15 / Perception: 14 (rolling with advantage because I'm assuming help from Coriana)
(OOC: Does Xanrym recognize that they're actually demons and not just some weird monstrosity? Religion: 19)
(OOC: @drumdigby - I don't think that I saw a response to this question. Did Xanrym recall anything about the Maw Demons once the Company finished that frantic fight?)
After the group spends a minute or so to search the rooms, Xanrym looks down the hallway, toward the stern. Noticing that Syllen is still radiating light in his current Starry Form even, Xanrym points toward the door at the south end of the N-S hallway and quietly suggests, "That shrine was at the stern, and I'd guess that Krell is holed up somewhere in that half of the ship. Should we press our luck and try this next door?" He indicates the door closest to room #6 on the starboard side of the N-S hallway.
"One more door before we rest? Sure, why not," Theldrin says with a grim smile. He moves over to the west side of the doorway leading to room 6, again taking cover as he waits with readied crossbow.
Before Khessa opens the next door...Xanrym will move into the palm frond room and will Ready the spell Vicious Mockery, triggering if anything inside the room emerges or attacks as soon as Khessa opens the door.
Move: Xanrym moves into the palm frond room where he will have a better view on the next door down the hallway. (Theldrin and/or Coriana are welcome to join him there.) Action: Ready the spell Vicious Mockery Trigger: if anything inside the room emerges or attacks when Khessa opens the door. Reaction: (if triggered) Vicious Mockery, WIS 14 save or target takes 1 (psychic) damage and has disadvantage on the next attack roll it makes before the end of its next turn.
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Avery attacks the Ettercap, backing up Khessa: Attack 15, damage 5
Xanrym: Round 3
Seeing the last Maw Demon that he can see crumble under the party's coordinated attack, Xanrym says, "I think that they killed the last of those walking jaws!" Seeing Khessa and Avery move away from the doorway of room #6 and to the starboard side of the room, Xanrym moves carefully around the wooden grate and then jogs lightly up the hallway and into the room. Once there, he again moves the Cloud of Daggers, teleporting it to the Ettercap who earlier tried to pull Xanrym into his own spell.
Movement: 30-ft of movement to move north, into room #6. Once through the door, he steps to the west (away from the ettercap) to keep the doorway clear.
Action: Magic action to teleport the 5-foot cube of Cloud of Daggers to the Ettercap's space.
The Ettercap takes damage: 7 (magical slashing)
Note that any creature who enters or who ends its turn in the 5-ft cube AoE also takes the same damage: 7 (magical slashing).
Free Action: Talking.
Concentration: Cloud of Daggers round 6 of 10
Theldrin moves into the room, reloading his crossbow. If the Ettercap is still standing, he'll fire a bolt at it.
Attack: 14 Damage: 11
You all blast the Ettercap into oblivion. It get's no chance to fight back as you chop away and hit with spells. You all stand in the web room of the Maw Demons, thick webbing chokes this room, partially covering strung-up bones, shriveled limbs of humanoids and animals, and other gruesome remains. The Maw Demons and the Ettercap lie dead on the floor.
Theldrin sighs, "Not sure what I was expecting when we took this job, but it wasn't a spider nightmare and..." he looks with disdain at the pools of bile and gives one of the Maw Demon corpses a kick. "Whatever these things are... Well, should we search the room or keep moving?"
Xanrym looks at the remains of the Maw Demons and says, "Indeed! And when I suggested poking around on this deck before we rest, I was just expecting more spiders and ettercaps, or even one of those Choldriths! I was not expecting...whatever these toothy monstrosities were!" He glances apologetically toward Khessa and Coriana, who got caught in the caustic spew from the creatures, since he was the one who advocated for coming down here before resting.
(OOC: Does Xanrym recognize that they're actually demons and not just some weird monstrosity? Religion: 19)
Xanrym thinks that it may be best to rest now (in room # 6 where the Maw Demons were, if the others don't object to the gruesome contents). Xanrym suspects that Krell may still be alive somewhere on the ship. There were five other doors that opened onto the hallway on this deck, not counting the one to the current room. He'd love to clear out a few more spider nuisances before they rest, but he's worried that if they start opening doors, the Company could stumble upon Krell before they're rested and ready.
Concentration: Cloud of Daggers round 7 of 10
With the creaking and groaning of the dilapidated ship, it's hard to tell what might be behind each door.
Syllen will look around room 6 for anything dangerous or useful.
“Well now we know not to poke the random sacks we find. I have to say I was more expecting sea creatures, not spider worshipers.”
Syllen does not have an opinion on if we should rest but he might suggest opening the door by the stairs because it looks like a small room.
Perception:16
Xanrym thinks that's a good idea idea, but he says, "I suppose it's really up to our knights in shining armor, since they'll be the first ones through the door again." He looks questioningly at Avery and Khessa and asks, "Are you up for one more room? You'll need to hold back whatever you find inside -- be they spiders or demons or some other foul creature."
Khessa, whose armor is indeed incredibly shiny despite the fact that cobwebs, dirt, and blood should have stained it long ago, smiles confidently at Xanrym: "Everything will be fine! It's like you said before... The spawn of the Spider Queen will learn to fear me! Let's open that door, I will be your barrier against what lies beyond."
And, once everyone is ready, the blonde arcane warrior prepares with a minimum of magical defense... and opens!
(OOC: To be clear, I was just trying to leverage Syllen's current Starry Form and Coriana's current Hex to clear out more of Krell's "minions". Xanrym isn't loving the confined spaces of the lower deck, but it does help to keep the squishier character's out of harms way for now. I was thinking that we'd stop for an Action Rest whenever enough folks want to spend some HD on healing or once we feel like we're getting close to Krell. I think that Coriana and Theldrin both wanted to recover spell slots before that encounter.)
After what they saw in room 6, Xanrym no longer expects to find any survivors from the Emperor of the Waves's original crew. At this point, he thinks that they should kill anything that moves until they find Aubrek's crate or until they confirm that the crate is no longer on board.
Assuming that the Company is OK with Khessa opening the door closest to room 6 (at the northwest end of the hallway #5), Xanrym suggests that Avery stand just south of her so that he can block off the hallway in case anything comes out of one of the other doors, especially the door just across the hall and south of the door that Khessa will open.
Xanrym would stand just north of Khessa, unless Syllen wants that spot. The rest of the Company can hang back in area #6 since that room seems safe now and provides a decent view on the door that Khessa is about to open. (If Xanrym is in room 6, he'll equip his crossbow. If he's next to Khessa, he gets out his spear, holding it in both hands.) Before Khessa opens the door, Xanrym will Ready the spell Vicious Mockery, triggering if anything inside the room emerges or attacks as soon as Khessa opens the door.
Theldrin reloads his crossbow and stands ready, peeking around the corner just to the east of the doorway, in room 6.
Syllen will equip his shield and look at Xanrym.
"Let me stand by the door. I don't think anything will be in the room but I am quite able to take a hit if needed."
Avery nods, "Who dares win, right?"
Syllen finds nothing more of note in room 6. Khessa open the door to a small room under the stairs, this one with few spider webs inside. Palm fronds are piled up in one corner of this room to make a crude bed. Nearby, an oblong shield leans against the wall. The shield bears the symbol of a humanoid skull with spiders crawling from its eye sockets. Two weathered humanoid skulls hang from wooden pegs on the wall.
"Maybe we found the new 'captain's' cabin?" Khessa raises an eyebrow ironically "I like weapons that are too big to allow the use of a shield. - also because I can shield myself with magic. But maybe it could be useful to you, Avery?"
The blonde arcane warrior in the meantime tries to eliminate the remaining cobwebs and summarily searches the bed of palm leaves and the skulls... just in case something has fallen (or was hidden) there.
Xanrym breathes a sigh of relief that there's a least one room in this place that doesn't hide something that's trying to kill them! While Khessa (and Syllen?) search the room with the palm fronds, Xanrym suggests that Coriana, Theldrin, and he can search their room (room #6 where the maw demons were).
Investigation: 15 / Perception: 14 (rolling with advantage because I'm assuming help from Coriana)
(OOC: Not sure whether we're using Study/Investigation or Search/Perception for searching rooms now.)
(OOC: @drumdigby - I don't think that I saw a response to this question. Did Xanrym recall anything about the Maw Demons once the Company finished that frantic fight?)
After the group spends a minute or so to search the rooms, Xanrym looks down the hallway, toward the stern. Noticing that Syllen is still radiating light in his current Starry Form even, Xanrym points toward the door at the south end of the N-S hallway and quietly suggests, "That shrine was at the stern, and I'd guess that Krell is holed up somewhere in that half of the ship. Should we press our luck and try this next door?" He indicates the door closest to room #6 on the starboard side of the N-S hallway.
"One more door before we rest? Sure, why not," Theldrin says with a grim smile. He moves over to the west side of the doorway leading to room 6, again taking cover as he waits with readied crossbow.
Khessa confirms: "If I was ready for a new fight before, I definitely still am... since I haven't had any! You just get ready".
And, once everyone is ready, the blonde arcane warrior renews her minimum of magical defense... and opens!
Before Khessa opens the next door...Xanrym will move into the palm frond room and will Ready the spell Vicious Mockery, triggering if anything inside the room emerges or attacks as soon as Khessa opens the door.
Move: Xanrym moves into the palm frond room where he will have a better view on the next door down the hallway. (Theldrin and/or Coriana are welcome to join him there.)
Action: Ready the spell Vicious Mockery
Trigger: if anything inside the room emerges or attacks when Khessa opens the door.
Reaction: (if triggered) Vicious Mockery, WIS 14 save or target takes 1 (psychic) damage and has disadvantage on the next attack roll it makes before the end of its next turn.