"If the map is correct, this way would be northwest back into the ooze grottos," says Eiren. "Should we try another incursion, up here to the left? We are quite near that healing pool if we need it," he says, referencing the pool in the Forest of Recovery nearby.
"Unless of course you'd like to try that magic item trick in the Far Realm Cysts. Personally, I like my soul right where it is, but I'm always up for a little adventure."
some Soul Item seems risky, and hard to use properly. It could be extremely dangerous. Plus, a Healing Pool would be great. Unless I’m missing something, I’ll vote for the Former option.
"If the map is correct, this way would be northwest back into the ooze grottos," says Eiren. "Should we try another incursion, up here to the left? We are quite near that healing pool if we need it," he says, referencing the pool in the Forest of Recovery nearby.
"Unless of course you'd like to try that magic item trick in the Far Realm Cysts. Personally, I like my soul right where it is, but I'm always up for a little adventure."
Looking at your current glyph keys, the only path you have left is the Golem Laboratories. Which Velmine didn't really like, as she thinks her weapons won't be much use.
You can go back to the Lake of Madness (where you just left), but you can't progress further into the Far Realm Cysts without a new glyph key as there is a white gate preventing you from moving forward.
I made a mistake when I told you that...
After a quick counsel you remember that there is both a contact stone and a black gate where you fought the Hook Horrors. Corvin uses his glyph key to open the Black Gate and you all travel there. The Aboleth following in his floating ball of water.
I Realized a few hours later that you didn't have a glyph key to the Forest of Illusion, but it didn't really matter as you do have a key to the Forest of Recovery. It would be an easy walk to the contact stone. Sorry if this caused any confusion.
// Okay and the only way to attune a glyph key to a gate is to have a key already attuned to the gate, right? In that case, it looks like we have one option :) //
Eiren slaps his head. “Forgot how these damned keys worked. We should probably head towards the golem laboratories, if that is our only option.”
Velmine sighs, dropping her posture as the group stops to think about their options. "I guess that's really it, then, huh? I guess I'll find something to do... I can quickly and easily sneak out of danger and just investigate while the party fights, I suppose. Scouting ahead sounds like the sort of job for me."
This post has potentially manipulated dice roll results.
Eiren leads the party from the Forest of Illusion back into the Forest of Recovery, planning on traveling through to the Forest of Death. But it seems that the Thayen's have recently discovered that you have killed their breeding stock, as you enter the area where you fought the Displacer Beasts, there is a new one sniffing the cavern.
Roll initiatives
Displacer Beast's initiative 12, anyone who rolls higher can act.
Here is the link to the first time you encountered them in case you want to read up on it.
Velmine notices the beast and prepares, she makes a quick dash towards the tree closest to it, where she attempts to hide in silence (cunning action). And while there, she pulls both her shortsword and one of her daggers. (use an object action to pull the second one.)
(REMINDER: All attack rolls against Displacer Beasts have disadvantage until they have been hit, this ability resets at the end of the Beasts turn. Since spells that require a save are not an attack roll, I believe that they won't count as a hit for this purpose. You can research it if you want to, but I don't have time right now to do so.)
Velmine is successful in her hide attempt.
Displacer Beast dex save 13
Corvin casts sacred Flame and the beast is momentarily covered in flames.
Xavier and Baik still need to roll initiatives, snd act if higher than 10
This post has potentially manipulated dice roll results.
Init: 23
Baik moved back over to 23 V, clutching his Spear again. Oh, not these guys again! They were so annoying, with all the missing and dodging and displacing. Extending his weapon, Golden Rain began to fall from atop of them.
This post has potentially manipulated dice roll results.
Displacer beast Dex save 20.
The Displacer Beast is again covered in flames, as Baik calls fourth Sacred Flame.
The Displacer Beast is startling smd the enraged by the two sets of holy fires. Seeing the party coming from the south he charges to S,T-22,23 (10 feet east of Eiren and Corvin). He attacks twice with his tentacles. The first attack targets (1=Eiren, 2=Corvin) 2 Eiren Attack: 9 Damage: 8 bludgeoning damage + 6 Piercing damage. The first attack hits Eiren for a total of 8. The se6 attack targets (1=Eiren, 2=Corvin) 1 Corvin Attack: 18 Damage: 8 bludgeoning damage + 4 Piercing damage. The second tentacle also hits Corvin for a total of 12.
This post has potentially manipulated dice roll results.
Eiren takes the brunt of the hit and decides to try and knock the creature down. Dark ichor appears under the displacer beast, and turns into slick grease.
The displacer beast has to make a DC 16 Dex Save or fall prone in its space.
Eiren takes a moment for a breather (Second Wind healing 9)
"Flank it!" Eiren says. "Try and keep it pinned down." He maneuvers around the beast to where he is cutting off its north escape route (T21 I think?).
Time in the Doomvault: 0 Days 13 Hours 58 Minute
Baik (25/77) - 0/1 Saving Face, 0/2 rages, 2d6/9d6 healing light, 0/1 tomb of levistus, and 1/2 fourth level spells. Hit Dice 5/8 Warlock, 0/1 Barbarian.
Corvin (66/66) - 1/4 first level spells, 3/3 second level spell, 1/3 third level spells, 0/3 fourth level spells, 0/1 fifth level spells. 0/5 Embodiment of the Law, 0/2 Channel Divinity. Hit Dice 3/9.
Eiren (54/63) - 1/2 Bladesong, 0/1 Second Wind 0/1 Action Surge, 4/4 first level spells, 1/3 second level spells, 0/1 Blessing of the Raven Queen, 1/1 Arcana Recovery. Arrows 30 remaining (out of 40). Hit Dice: 3/7 Fighter, 2/2 Wizard.
Velmine (44/57) -Martial Adept 0/1. Bag of Tricks 2/3, Hellish Rebuke 0/1, Darkness 0/1. Hit Dice 3/9 - [Animal Hit Points: [Mastiff: 3/3]
Xavier (42/65) -3/4 first level spells, 2/3 second level spells, 3/3 third level spells. 2/3 fourth level spells. 0/1 fifth level spells. 3/9 Sorcery Points, Healing Hands 0/1, Necrotic Shroud 0/1. Hit Dice 6/9.
(I'm saying that all together this took 10 minutes, so all spells have expired)
"If the map is correct, this way would be northwest back into the ooze grottos," says Eiren. "Should we try another incursion, up here to the left? We are quite near that healing pool if we need it," he says, referencing the pool in the Forest of Recovery nearby.
"Unless of course you'd like to try that magic item trick in the Far Realm Cysts. Personally, I like my soul right where it is, but I'm always up for a little adventure."
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
some Soul Item seems risky, and hard to use properly. It could be extremely dangerous. Plus, a Healing Pool would be great. Unless I’m missing something, I’ll vote for the Former option.
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
Looking at your current glyph keys, the only path you have left is the Golem Laboratories. Which Velmine didn't really like, as she thinks her weapons won't be much use.
You can go back to the Lake of Madness (where you just left), but you can't progress further into the Far Realm Cysts without a new glyph key as there is a white gate preventing you from moving forward.
I made a mistake when I told you that...
I Realized a few hours later that you didn't have a glyph key to the Forest of Illusion, but it didn't really matter as you do have a key to the Forest of Recovery. It would be an easy walk to the contact stone. Sorry if this caused any confusion.
// Okay and the only way to attune a glyph key to a gate is to have a key already attuned to the gate, right? In that case, it looks like we have one option :) //
Eiren slaps his head. “Forgot how these damned keys worked. We should probably head towards the golem laboratories, if that is our only option.”
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
Velmine sighs, dropping her posture as the group stops to think about their options. "I guess that's really it, then, huh? I guess I'll find something to do... I can quickly and easily sneak out of danger and just investigate while the party fights, I suppose. Scouting ahead sounds like the sort of job for me."
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Eiren leads the party from the Forest of Illusion back into the Forest of Recovery, planning on traveling through to the Forest of Death. But it seems that the Thayen's have recently discovered that you have killed their breeding stock, as you enter the area where you fought the Displacer Beasts, there is a new one sniffing the cavern.
Roll initiatives
Displacer Beast's initiative 12, anyone who rolls higher can act.
Here is the link to the first time you encountered them in case you want to read up on it.
https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/27661-dead-in-thay-game-thread?comment=568
Velmine Initiative: 15
Velmine notices the beast and prepares, she makes a quick dash towards the tree closest to it, where she attempts to hide in silence (cunning action). And while there, she pulls both her shortsword and one of her daggers. (use an object action to pull the second one.)
Stealth Check: 29
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Velmine give me a DC 15 Wisdom save, and which square are you in (map coordinates)
// lol nooo stay out of the trees!! //
Eirenitiative 9
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
Initiative: 11
Corvin sends a Sacred Flame at the beast.
DC17 dex or 13 damage.
(Not inside the tree, I was going to move over to O20, behind it. Regardless, here's the Wis save:)
Velmine Wisdom Save: 18
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
When I first read it, I thought you said you were climbing the tree 🤔 An hour or so later (after I posted), I reread it, but decided to make sure.
(REMINDER: All attack rolls against Displacer Beasts have disadvantage until they have been hit, this ability resets at the end of the Beasts turn. Since spells that require a save are not an attack roll, I believe that they won't count as a hit for this purpose. You can research it if you want to, but I don't have time right now to do so.)
Velmine is successful in her hide attempt.
Displacer Beast dex save 13
Corvin casts sacred Flame and the beast is momentarily covered in flames.
Xavier and Baik still need to roll initiatives, snd act if higher than 10
Init: 23
Baik moved back over to 23 V, clutching his Spear again. Oh, not these guys again! They were so annoying, with all the missing and dodging and displacing. Extending his weapon, Golden Rain began to fall from atop of them.
(DC 16 Dex save or 16 )
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
Initiative 22
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
Displacer beast Dex save 20.
The Displacer Beast is again covered in flames, as Baik calls fourth Sacred Flame.
The Displacer Beast is startling smd the enraged by the two sets of holy fires. Seeing the party coming from the south he charges to S,T-22,23 (10 feet east of Eiren and Corvin). He attacks twice with his tentacles. The first attack targets (1=Eiren, 2=Corvin) 2 Eiren Attack: 9 Damage: 8 bludgeoning damage + 6 Piercing damage. The first attack hits Eiren for a total of 8. The se6 attack targets (1=Eiren, 2=Corvin) 1 Corvin Attack: 18 Damage: 8 bludgeoning damage + 4 Piercing damage. The second tentacle also hits Corvin for a total of 12.
Eiren and Xavier are up
Attack: 20 Damage: 17
Xavier launches a fire bolt at the beast
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
Xavier shoots a firebolt at the Displacer Beast, but misses because of the displacement field.
Eiren is up
Eiren takes the brunt of the hit and decides to try and knock the creature down. Dark ichor appears under the displacer beast, and turns into slick grease.
The displacer beast has to make a DC 16 Dex Save or fall prone in its space.
Eiren takes a moment for a breather (Second Wind healing 9)
"Flank it!" Eiren says. "Try and keep it pinned down." He maneuvers around the beast to where he is cutting off its north escape route (T21 I think?).
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM