Glynt enters the room, and as he does so he will cast Light on Xanth's Glaive whenever we are in darkness (which is most of the time here) knowing that he and Portia can't see in the dark and recast when it expires (1hr).
Ok, so the glowing orb is magic and making a tinkling noise, is it like a wind chime or running water? what does it sound like? Also does the globe look similar to the ones on the other side? (same size and such).
When you get to when five feet of the orb, the music becomes much louder and can be heard by the entire party. The melody is brooding and mysterious and unlike anything the party has ever heard before.
(In the post above, the second when should read "within." It's unfortunate that you are not being able to edit post with dice rolls. I prefer the Message Board dice roller.}
(Note: You need a 15 Wisdom Save or become Charmed. @Ragdor - I see a +2 bonus on Wisdom save on your character sheet, and not +4. I could be missing a bonus though. Thanks!)
On a failed save, a creature becomes charmed and, while charmed in this way, can take only the Dash action and move toward the crumbled courtyard and essentially outside of the Sunless Citadel.
(I put a White Star on the map for the Crumbled Courtyard. Let me know if you need assistance moving your tokens to where you want to be.)
(XANTH and ERKY made their save and do not leave unless they choose to do so. GLYNT, PORTIA, and the Skeleton failed their save. RAGDOR may have saved.)
ERKY says, "Well that is an eerie sound. Hey! Where are you going?" He says in general to GLYNT and PORTIA, maybe RAGDOR too.
(Can we respond? Also, how fast are we moving to that courtyard in relation to talking?)
( I am fine with you responding. The Module says all you can do it take a Dash action. And talking is considered an action, but it is mostly free. So, go for it.)
((Sorry so long responding)) I've run over my character sheet and can't for the life of me figure out why it shows a +4 for wisdom save. My save is 14, fail and dash to courtroom
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Glynt enters the room, and as he does so he will cast Light on Xanth's Glaive whenever we are in darkness (which is most of the time here) knowing that he and Portia can't see in the dark and recast when it expires (1hr).
Ok, so the glowing orb is magic and making a tinkling noise, is it like a wind chime or running water? what does it sound like? Also does the globe look similar to the ones on the other side? (same size and such).
From GLYNT's location the one lit globe looks like the broken ones. The tinkling sound is almost like music.
If it sounds musical then that's worthy of my attention ... I'll head over to check out the orb,
Investigation: 23
When you get to when five feet of the orb, the music becomes much louder and can be heard by the entire party. The melody is brooding and mysterious and unlike anything the party has ever heard before.
(Everyone needs make a WISDOM Saving Throw.)
ERKY WIS SAVE 18
(In the post above, the second when should read "within." It's unfortunate that you are not being able to edit post with dice rolls. I prefer the Message Board dice roller.}
Xanth Wis save = 18
Skeleton if needed = 14
Glynt being a Gnome hopefully gets advantage on this (as his wisdom modifier is +0) "Advantage on WIS against Magic"
Wisdom save: 19
((( OOC -- Uhh Ohh... Music, my only weakness. ))
Wisdom save 12+4=16
I assume this might be for charming. If it is for frightened I would also have advantage. As it stands, I got 13
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
(Note: You need a 15 Wisdom Save or become Charmed. @Ragdor - I see a +2 bonus on Wisdom save on your character sheet, and not +4. I could be missing a bonus though. Thanks!)
On a failed save, a creature becomes charmed and, while charmed in this way, can take only the Dash action and move toward the crumbled courtyard and essentially outside of the Sunless Citadel.
(I put a White Star on the map for the Crumbled Courtyard. Let me know if you need assistance moving your tokens to where you want to be.)
(XANTH and ERKY made their save and do not leave unless they choose to do so. GLYNT, PORTIA, and the Skeleton failed their save. RAGDOR may have saved.)
ERKY says, "Well that is an eerie sound. Hey! Where are you going?" He says in general to GLYNT and PORTIA, maybe RAGDOR too.
(Can we respond? Also, how fast are we moving to that courtyard in relation to talking?)
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Xanth moves up to the Orb and tries to smash it.
Attack = 7 Damage = 4
(I'm head out of town in a few minutes posting may be spotty for the next week.)
( I am fine with you responding. The Module says all you can do it take a Dash action. And talking is considered an action, but it is mostly free. So, go for it.)
(Traveling Mercies! Be safe.)
XANTH's attack glances off orb. The melodious sound gets even louder.
(Everyone who did not leave the room before, needs to make another WISDOM SAVE. You will need a 20 this time.)
ERKY WIS SAVE 5
I'm getting out of there, Map updated for now, in my next turn you can move me the rest of the way.
If I am aware enough I will be avoiding where we know the trap was in case the Goblins reset it again (assuming we blocked it ... it's been a while).
Wis 4
Gotta go
((Sorry so long responding)) I've run over my character sheet and can't for the life of me figure out why it shows a +4 for wisdom save. My save is 14, fail and dash to courtroom