1. Fall back and return to the Hall of Mirrors now to take a Long Rest. 2. Leave area S20, back the way we came, and keep exploring down the stairs at the north end of the secret tunnel from the library. 3. Keep exploring S20 a. Starting with the secret door to the northeast. b. Starting with the mad gibbering. c. Starting with the door to the northwest.
(OOC: I think I forgot to confirm that after the action short rest Syllen would have used Inspiring Leader. Everyone would get 10 Temp HP.)
Thinking about the possible options, Syllen agrees with Xanrym's assessment. Syllen votes to deal with the mad gibbering now rather than later. Also Syllen would be interested in getting the cloak so that he can walk on walls.
Khessa's jaw drops when Theldrin details the powers of the spidersilk cloak: "It's truly an item of rare utility... Not only does it protect against poisons, but it drastically improves mobility and even allows the occasional casting of a spell. In fact, Syllen, it'd probably do everyone good to keep you, our main healer, as free to move and act as possible" and she passes it to the elf, who seems to like it.
If no one else is interested, the blonde arcane warrior instead keeps the magic ring on her finger—it may not be an item of immense power, but it will still provide minimal protection against the cold, once the attunement is complete...
And with that, the tall adventuress is ready for the next challenge.
Since The Company votes to approach the sound of the gibbering (and the water), Xanrym drops back to the rear of the group and picks up his lantern. Stealth probably won't be of use here. It sounds like we're about to face another one of Maroe's magically-constructed or summoned guardians, so it makes more sense for Khessa, Avery, and Coriana to lead the way.
Before we go, Xanrym will also give Bardic Inspiration to Avery: "Avery, I've never seen the match for your courage and resolve. Anyone who can fight his way out of that towering mass of undead in the graveyard can certainly face whatever lies ahead!" That's the best way he has to offer some measure of protection to the two who will lead The Company into the next encounter.
Bardic Inspiration: Khessa (since post #6159) Avery
Once within the next 1 hour, when the you fail a D20 Test, you can use the bardic inspiration to roll 1d8 and add the number rolled to the d20, possibly turning failure into a success. If you use the bardic inspiration, but the D20 Test still fails, you keep the inspiration die because of Xanrym's Unfailing Inspiration.
(OOC: If The Company has to approach single-file, I'm assuming a marching order with all of our melee folks up front:
If no one else is interested, the blonde arcane warrior instead keeps the magic ring on her finger—it may not be an item of immense power, but it will still provide minimal protection against the cold, once the attunement is complete...
Avery now wears the Belt of Hill Giant Strength that Xanrym found in the entrance hall of the Necromancer's Spike.
Xanrym jokes with Theldrin, "I guess you will get first pick of any other magic items we find in this place, unless you want to claim that figurine of the Demon Lord of the Undead!"
You head toward the north end of the Overlook area, and are immediately confronted by two defenders. Gibbering madly, a gaunt humanoid that has drawn and desiccated flesh crusted with white, flaky material rushes from the westernmost of the passages in the northern wall. Its eyes burn green in its head, which looks like a dried, four-tentacled octopus, but those tentacles hang loosely around a gaping maw full of gnashing, overlarge fangs. The creature's spindly limbs end in four-fingered hands tipped with wicked claws. It's clothes are tight fitting ragged black leather, reminding you of the clothes and form of Lord Vuglomax. In fact, without the gnashing teeth and undead look, this would be a spitting image of Vuglomax.
At that same time, a wave of heat and dread precedes the amorphous figure that squeezes out of the eastern opening in the northern wall. It's an emaciated, hairless, salt-encrusted giant, at least 8 feet tall, with sunken and blazing eyes. Its parched and gasping mouth is pulled back from yellowed teeth. Both creatures seem intent on attacking, Initiative:
Group 1: Avery, Coriana, Khessa, Theldrin, and Xanrym
Group 2: Illithid Husk and Dessicator
Group 3: Syllen
Both creatures are coming straight for you, looking for violence it seems. Group 1 is up.
Khessa tries once again to use her unpredictable wand, pointing it at the curved area behind the Illithid Husk—so that any line effect hits both monsters and any explosion (unless it's really big) doesn't affect her fellow adventurers.
'Come on, wand...' the blonde arcane warrior imagines talking to it, like to a trusty companion. 'Do something useful, this time!'
You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10, Stinking Cloud.
You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10, Stinking Cloud.
Great! Rolling 1d10... 3
Well... I would have preferred a 5-6 but still... not bad!
The cube should include the enemies while the party is barely out of the area of effect, right?
Anyway, creatures in the cube must roll a DC 15 DEX save or be outlined.
Attacks against outlined creatures will be made with Advantage.
The tall adventuress is galvanized by the light that begins to surround objects and creatures... Enemies, if they can't resist the wand's power, will now be much easier to hit! She happily puts away the wand, draws her trusty magical Greatsword, and steps forward to begin melee combat with the Dessicator.
Xanrym is surprised to see an illithid, like Lord Vuglomax, in this forlorn place. But then he notices the tattered clothes, desiccated skin, and especially the burning green light from its eyes. The hatred he feels coming from the creature is less like the imperious disdain of Lord Vuglomax and more like the hatred of the cold undead for those who still live. Xanrym just hopes that the transformation to its current state has stripped the illithid husk of its psionic powers!
When Xanrym sees the giant form emerge in front of Khessa, he wonders whether it is also some form of undead. He figures that anything in this chamber is likely to be the result of the necromancer's experiments. The parched mouth and salt reminds Xanrym of water and of the sea. He tries to inspire Coriana, saying, "You helped take down Lord Vuglomax, Coriana. Here's a chance to crush another one of those squid-faced creatures!"
To the whole Company, Xanrym says, "I don't know whether this spell will work here, but if I manage to hypnotize one of them, avoid harming that one until we finish off the other one." The gibbering gave him some hope that there's still enough of a mind left in the husk of this illithid, at least, for it to be charmed. He begins to play his drum and chants his spell in a calm, rhythm, creating a pattern of twisting colors and shapes in the 30-ft cube just north of Khessa. (OOC: The hypnosis lasts the duration/concentration, but the hypnotic pattern itself only lasts for a moment. It should be safe for everyone to move into that area after Xanrym's turn.)
Finally, he tries to move away, putting more space between him and their opponents.
Movement: Move 20-ft toward the northeast after taking his action. Bonus Action: Grant bardic inspiration to Coriana. Action: Cast spell (LVL 3 slot) Hypnotic Pattern, positioning the 30-foot cube so that it will only cover their two opponents, starting just north of Khessa. Each opponent in the AoE who can see the hypnotic pattern must roll a DC 17 WIS save. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. (Note that affected creatures do not get to reroll the saving throw each round.) Free Action: Talking
Bardic Inspiration: Khessa (since post #6159) Avery (since post #6181) Coriana
Once within the next 1 hour, when the you fail a D20 Test, you can use the bardic inspiration to roll **1d8** and add the number rolled to the d20, possibly turning failure into a success. If you use the bardic inspiration, but the D20 Test still fails, you keep the inspiration die because of Xanrym's Unfailing Inspiration.
This post has potentially manipulated dice roll results.
Theldrin watches to see if either of the creatures seem to be unaffected by Xanrym's spell, favoring the Husk if they both seem to resist the bard's magic. He sets his jaw as he concentrates, chooses his target and carefully aims a Fire Bolt.
Coriana moves up and lashes out with her scimitars at the dessicated hulk. [[Scimitar: AC 8(nat 1) 6 radiant; AC 18, 9 radiant; AC 15 (Bardic), 9 radiant; Eldritch Smite, 24 force damage if any of them hit.]]
She also summons her tentacle but it does not seem to affect much. [[Tentacle: AC 10, 8 damage]]
Rollback Post to RevisionRollBack
Coriana - Company of the Grey Chain Wagner - Dragon Heist: Bards. DM - The Old Keep
(OOC: So you need us to vote on these options?
1. Fall back and return to the Hall of Mirrors now to take a Long Rest.
2. Leave area S20, back the way we came, and keep exploring down the stairs at the north end of the secret tunnel from the library.
3. Keep exploring S20
a. Starting with the secret door to the northeast.
b. Starting with the mad gibbering.
c. Starting with the door to the northwest.
)
Xanrym - votes for 3(b) - Keep exploring S20, starting with the mad gibbering.
Coriana agrees with Xanrym. (S20, mad gibbering from a mouth or two)
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
(OOC: I think I forgot to confirm that after the action short rest Syllen would have used Inspiring Leader. Everyone would get 10 Temp HP.)
Thinking about the possible options, Syllen agrees with Xanrym's assessment. Syllen votes to deal with the mad gibbering now rather than later. Also Syllen would be interested in getting the cloak so that he can walk on walls.
[[ OOC: Khessa also ok for S20, mad gibbering ]]
Khessa's jaw drops when Theldrin details the powers of the spidersilk cloak: "It's truly an item of rare utility... Not only does it protect against poisons, but it drastically improves mobility and even allows the occasional casting of a spell. In fact, Syllen, it'd probably do everyone good to keep you, our main healer, as free to move and act as possible" and she passes it to the elf, who seems to like it.
If no one else is interested, the blonde arcane warrior instead keeps the magic ring on her finger—it may not be an item of immense power, but it will still provide minimal protection against the cold, once the attunement is complete...
And with that, the tall adventuress is ready for the next challenge.
Since The Company votes to approach the sound of the gibbering (and the water), Xanrym drops back to the rear of the group and picks up his lantern. Stealth probably won't be of use here. It sounds like we're about to face another one of Maroe's magically-constructed or summoned guardians, so it makes more sense for Khessa, Avery, and Coriana to lead the way.
Before we go, Xanrym will also give Bardic Inspiration to Avery: "Avery, I've never seen the match for your courage and resolve. Anyone who can fight his way out of that towering mass of undead in the graveyard can certainly face whatever lies ahead!" That's the best way he has to offer some measure of protection to the two who will lead The Company into the next encounter.
Bardic Inspiration:
Khessa (since post #6159)
Avery
Once within the next 1 hour, when the you fail a D20 Test, you can use the bardic inspiration to roll 1d8 and add the number rolled to the d20, possibly turning failure into a success.
If you use the bardic inspiration, but the D20 Test still fails, you keep the inspiration die because of Xanrym's Unfailing Inspiration.
(OOC: If The Company has to approach single-file, I'm assuming a marching order with all of our melee folks up front:
)
That seems fair to Xanrym.
Xanrym jokes with Theldrin, "I guess you will get first pick of any other magic items we find in this place, unless you want to claim that figurine of the Demon Lord of the Undead!"
You head toward the north end of the Overlook area, and are immediately confronted by two defenders. Gibbering madly, a gaunt humanoid that has drawn and desiccated flesh crusted with white, flaky material rushes from the westernmost of the passages in the northern wall. Its eyes burn green in its head, which looks like a dried, four-tentacled octopus, but those tentacles hang loosely around a gaping maw full of gnashing, overlarge fangs. The creature's spindly limbs end in four-fingered hands tipped with wicked claws. It's clothes are tight fitting ragged black leather, reminding you of the clothes and form of Lord Vuglomax. In fact, without the gnashing teeth and undead look, this would be a spitting image of Vuglomax.
At that same time, a wave of heat and dread precedes the amorphous figure that squeezes out of the eastern opening in the northern wall. It's an emaciated, hairless, salt-encrusted giant, at least 8 feet tall, with sunken and blazing eyes. Its parched and gasping mouth is pulled back from yellowed teeth. Both creatures seem intent on attacking, Initiative:
Group 1: Avery, Coriana, Khessa, Theldrin, and Xanrym
Group 2: Illithid Husk and Dessicator
Group 3: Syllen
Both creatures are coming straight for you, looking for violence it seems. Group 1 is up.
Round 1
Khessa tries once again to use her unpredictable wand, pointing it at the curved area behind the Illithid Husk—so that any line effect hits both monsters and any explosion (unless it's really big) doesn't affect her fellow adventurers.
'Come on, wand...' the blonde arcane warrior imagines talking to it, like to a trusty companion. 'Do something useful, this time!'
Wand of Wonder Effect: 5
Great! Rolling 1d10... 3
Well... I would have preferred a 5-6 but still... not bad!
The cube should include the enemies while the party is barely out of the area of effect, right?
Anyway, creatures in the cube must roll a DC 15 DEX save or be outlined.
Attacks against outlined creatures will be made with Advantage.
Round 1
The tall adventuress is galvanized by the light that begins to surround objects and creatures... Enemies, if they can't resist the wand's power, will now be much easier to hit! She happily puts away the wand, draws her trusty magical Greatsword, and steps forward to begin melee combat with the Dessicator.
Round 1: Xanrym
Xanrym is surprised to see an illithid, like Lord Vuglomax, in this forlorn place. But then he notices the tattered clothes, desiccated skin, and especially the burning green light from its eyes. The hatred he feels coming from the creature is less like the imperious disdain of Lord Vuglomax and more like the hatred of the cold undead for those who still live. Xanrym just hopes that the transformation to its current state has stripped the illithid husk of its psionic powers!
When Xanrym sees the giant form emerge in front of Khessa, he wonders whether it is also some form of undead. He figures that anything in this chamber is likely to be the result of the necromancer's experiments. The parched mouth and salt reminds Xanrym of water and of the sea. He tries to inspire Coriana, saying, "You helped take down Lord Vuglomax, Coriana. Here's a chance to crush another one of those squid-faced creatures!"
To the whole Company, Xanrym says, "I don't know whether this spell will work here, but if I manage to hypnotize one of them, avoid harming that one until we finish off the other one." The gibbering gave him some hope that there's still enough of a mind left in the husk of this illithid, at least, for it to be charmed. He begins to play his drum and chants his spell in a calm, rhythm, creating a pattern of twisting colors and shapes in the 30-ft cube just north of Khessa. (OOC: The hypnosis lasts the duration/concentration, but the hypnotic pattern itself only lasts for a moment. It should be safe for everyone to move into that area after Xanrym's turn.)
Finally, he tries to move away, putting more space between him and their opponents.
Movement: Move 20-ft toward the northeast after taking his action.
Bonus Action: Grant bardic inspiration to Coriana.
Action: Cast spell (LVL 3 slot) Hypnotic Pattern, positioning the 30-foot cube so that it will only cover their two opponents, starting just north of Khessa.
Each opponent in the AoE who can see the hypnotic pattern must roll a DC 17 WIS save.
On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. (Note that affected creatures do not get to reroll the saving throw each round.)
Free Action: Talking
Concentration: Hypnotic Pattern, round 1 of 10
Bardic Inspiration:
Khessa (since post #6159)
Avery (since post #6181)
Coriana
Once within the next 1 hour, when the you fail a D20 Test, you can use the bardic inspiration to roll **1d8** and add the number rolled to the d20, possibly turning failure into a success.
If you use the bardic inspiration, but the D20 Test still fails, you keep the inspiration die because of Xanrym's Unfailing Inspiration.
Theldrin watches to see if either of the creatures seem to be unaffected by Xanrym's spell, favoring the Husk if they both seem to resist the bard's magic. He sets his jaw as he concentrates, chooses his target and carefully aims a Fire Bolt.
Attack: 24 Damage: 8
He also moves back 10 feet along the ledge overlooking the graveyard below.
(OOC: Forgot to attack with Advantage... hopefully a 24 would hit, but just in case here's another roll)
24
Avery attacks the gaunt humanoid (or whoever is closer): Attack: 16 Damage: 15; Attack: 15 Damage: 15
Coriana moves up and lashes out with her scimitars at the dessicated hulk.
[[Scimitar: AC 8(nat 1) 6 radiant;
AC 18, 9 radiant;
AC 15 (Bardic), 9 radiant;
Eldritch Smite, 24 force damage if any of them hit.]]
She also summons her tentacle but it does not seem to affect much.
[[Tentacle: AC 10, 8 damage]]
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
[[ OOC: Let's keep in mind that if the monsters failed their dex saves our attacks are made with Advantage. ]]