Yeah my understanding is Beegred is still in the burrow by himself with the medusa heading to the entrance - and we're standing around outside waiting for him to return?
I mean we can try to fight her - but our characters don't know she's heading our way.
Beegred, what's your feeling on this? Do you want to die alone or with the group?
LOL!
In my mind, Beegred is still at the entrance to the burrow, so he can back off and return to the group. However, the rest of the group is currently unaware of her approach and I don't remember anyone making any mention of trying to hide. So once she comes out of her burrow, the group will be visible to her.
Again, this is in my mind... If Beegred wants to keep hiding, then he can't move fast enough or speak loudly enough to warn the group. If he gives up trying to stealth and full out runs, then he can warn the group and the group can at the very least take cover. Or make 1 action worth of preparation before she reaches the entrance. However, the noise will be easily heard by any and all creatures in the vicinity of area 19.
I had assumed that the medusa was taunting the unseen halfling, kind of like Smaug and Bilbo in "The Hobbit".
It didn't occur to me (or Beegred) that she might be talking to a nearby ally.
In any case, the party is well aware from the scurrying halfling that the medusa is headed towards the entrance. (Made a post in the main thread.)
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Ok. Now things are moving. Would be nice if Narstin chipped in.
I will get a map going. The Medusa will be standing at the threshold of the burrow with an elevation advantage (not literal 5e advantage). There are no stalagmites, but there are plenty of crystal clusters. They don't hide you as they are semi translucent, but they do provide cover from ranged attacks.
I have plans tonight, so I might only get this map posted tomorrow evening.
If you gaze through the crystal, you are aware of the location of the Medusa. However, the crystal distorts light, so attacks will be made at disadvantage. If you did not tie the crystal to your face, and I don't remember if anyone rolled dice to do so, then you need a free hand to hold it to your eye.
If you don't look at where the medusa is, then you make attacks at disadvantage, and you have to call the square/coordinate where you think she is.
You have to declare at the start of your turn, if
you are looking in her direction,
looking away and in what direction, or
firmly keeping your eyes shut.
If you are intentionally not looking at her or you keep your eyes shut, she can try to use stealth against you.
I'm going to use spoiler tags on her location. Honor system here. Don't look at the spoiler tag if you are not looking at her.
Communication is key here. Your characters are aware of the 'turn order' (or who is about to act), and vocal communication is absolutely permitted, if not outright necessary to survive this...
I will allow this to be done retroactively. Use and justify the appropriate skill check or tool kit and make your roll. If you roll bad, it's not metagaming for your character to realize it wouldn't be dependable and choose to not rely on it during battle, unless absolutely necessary.
What is the light (or lack of light) situation in this cavern?
Reason I ask, is that the Petrifying Gaze requires that the medusa can also see the creature being affected. So if Beegred is "invisible" to her darkvision (if the cavern is dark), I didn't need to use the crystal.
I think Beegred is enough of a dumbass to not realize how the Petrifying Gaze works, so he will use the crystal the whole time (holding it with his off-hand). Either way, he is talking constantly to let the others know where the medusa is.
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
This post has potentially manipulated dice roll results.
(the crystal eyepatch)
Rodolfos bedroll has started to fray from the edges and he cuts a couple of strips away from the side. He then takes apart one of the torches for additional pieces of fabric and/or sticky tar-like substance. He'll first fashion a loop around his head and then will try to tie it around the corners of the crystal to keep it in place, securing it with some tar. He's got both tinker's and woodworker's tools (and skills) to help with this.
What is the light (or lack of light) situation in this cavern?
Reason I ask, is that the Petrifying Gaze requires that the medusa can also see the creature being affected. So if Beegred is "invisible" to her darkvision (if the cavern is dark), I didn't need to use the crystal.
I think Beegred is enough of a dumbass to not realize how the Petrifying Gaze works, so he will use the crystal the whole time (holding it with his off-hand). Either way, he is talking constantly to let the others know where the medusa is.
This is the description from the book. There's a post somewhere in the main thread that would say close to the same:
Light from bioluminescent fungi refracts through large crystal formations erupting from the floor, creating a kaleidoscope of colors on the surrounding walls. The crystals are semitransparent, slightly distorting images seen through them. A statue of a gnome cowers near a crystal outgrowth, holding a broken crystal in its hands.
So at the very least, this cavern is bathed in dim light.
DC 18 circumstance check to see if Rodolfo's crystal eyepatch stays fixed in place: 18. Fail by 5 or more and it falls off. Fail by less than 5 and the crystal moves and you are effectively blinded by it.
Rodolfo @ 10 <------ CURRENT TURN IN ROUND 1. You are not surprised, therefore you may avert your eyes (see OOC) as she approaches. If not, roll a DC 14 CON saving throw (with advantage due to the crystal, if it stays in place) before posting anything further
Wow. Not a good start. At least with your 18 tinkering check, it's impossible for it to fall off. But an 18 means it moves and you can't look through it at the Medusa this round. You can still choose to see with your other eye.
Yeah my understanding is Beegred is still in the burrow by himself with the medusa heading to the entrance - and we're standing around outside waiting for him to return?
I mean we can try to fight her - but our characters don't know she's heading our way.
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
The rest of us are probably slightly on the side of the opening, but probably not fully hidden, expecting it to be Beegred returning.
I can try and hide again by the entrance then - maybe I can finally ambush someone :)
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
LOL!
In my mind, Beegred is still at the entrance to the burrow, so he can back off and return to the group. However, the rest of the group is currently unaware of her approach and I don't remember anyone making any mention of trying to hide. So once she comes out of her burrow, the group will be visible to her.
Again, this is in my mind... If Beegred wants to keep hiding, then he can't move fast enough or speak loudly enough to warn the group. If he gives up trying to stealth and full out runs, then he can warn the group and the group can at the very least take cover. Or make 1 action worth of preparation before she reaches the entrance. However, the noise will be easily heard by any and all creatures in the vicinity of area 19.
Actually, the Medusa is talking in her burrow to some unknown-to-her creature. So, perception checks from the rest of the party:
There. See main thread. I think that's fair.
Oh, right. I figured Beegred actually went into a tunnel, out of the sight of the rest of us and we were just waiting for him to return.
But the burrow entrance is just a small set of stairs type affair, not a long corridor.
A ramp, or some stairs. Same difference.
I had assumed that the medusa was taunting the unseen halfling, kind of like Smaug and Bilbo in "The Hobbit".
It didn't occur to me (or Beegred) that she might be talking to a nearby ally.
In any case, the party is well aware from the scurrying halfling that the medusa is headed towards the entrance. (Made a post in the main thread.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Well there went my one good roll :P
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
Ok. Now things are moving. Would be nice if Narstin chipped in.
I will get a map going. The Medusa will be standing at the threshold of the burrow with an elevation advantage (not literal 5e advantage). There are no stalagmites, but there are plenty of crystal clusters. They don't hide you as they are semi translucent, but they do provide cover from ranged attacks.
I have plans tonight, so I might only get this map posted tomorrow evening.
As the Medusa pokes out of the grotto entrance and scans room 19:
Perception 10
Here are the mechanics:
If you gaze through the crystal, you are aware of the location of the Medusa. However, the crystal distorts light, so attacks will be made at disadvantage. If you did not tie the crystal to your face, and I don't remember if anyone rolled dice to do so, then you need a free hand to hold it to your eye.
If you don't look at where the medusa is, then you make attacks at disadvantage, and you have to call the square/coordinate where you think she is.
You have to declare at the start of your turn, if
If you are intentionally not looking at her or you keep your eyes shut, she can try to use stealth against you.
I'm going to use spoiler tags on her location. Honor system here. Don't look at the spoiler tag if you are not looking at her.
Communication is key here. Your characters are aware of the 'turn order' (or who is about to act), and vocal communication is absolutely permitted, if not outright necessary to survive this...
Initiative:
We're so dead
to potentially facilitate this fight - do you want us to roll something to have tried and fashioned a facemask with the crystal over our eyes?
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
This is where I outlined how it would work if you tied the crystal to your face.
I will allow this to be done retroactively. Use and justify the appropriate skill check or tool kit and make your roll. If you roll bad, it's not metagaming for your character to realize it wouldn't be dependable and choose to not rely on it during battle, unless absolutely necessary.
What is the light (or lack of light) situation in this cavern?
Reason I ask, is that the Petrifying Gaze requires that the medusa can also see the creature being affected. So if Beegred is "invisible" to her darkvision (if the cavern is dark), I didn't need to use the crystal.
I think Beegred is enough of a dumbass to not realize how the Petrifying Gaze works, so he will use the crystal the whole time (holding it with his off-hand). Either way, he is talking constantly to let the others know where the medusa is.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
(the crystal eyepatch)
Rodolfos bedroll has started to fray from the edges and he cuts a couple of strips away from the side. He then takes apart one of the torches for additional pieces of fabric and/or sticky tar-like substance. He'll first fashion a loop around his head and then will try to tie it around the corners of the crystal to keep it in place, securing it with some tar. He's got both tinker's and woodworker's tools (and skills) to help with this.
Tinker's tools check (DEX): 18
This is the description from the book. There's a post somewhere in the main thread that would say close to the same:
Light from bioluminescent fungi refracts through large crystal formations erupting from the floor, creating a kaleidoscope of colors on the surrounding walls. The crystals are semitransparent, slightly distorting images seen through them. A statue of a gnome cowers near a crystal outgrowth, holding a broken crystal in its hands.
So at the very least, this cavern is bathed in dim light.
Wow. Not a good start. At least with your 18 tinkering check, it's impossible for it to fall off. But an 18 means it moves and you can't look through it at the Medusa this round. You can still choose to see with your other eye.