(Velmine has the most Dex, followed by Eiren. Corvin has the most Str. Without the Potion of climbing, but with the rope you will need an athletics check of DC 15 to get high enough to swing (Acrobatics DC 12) over two the door and open it.)
(Velmine has the most Dex, followed by Eiren. Corvin has the most Str. Without the Potion of climbing, but with the rope you will need an athletics check of DC 15 to get high enough to swing (Acrobatics DC 12) over two the door and open it.)
(I was expecting to respond that in-character - and I'm just about to do it anyway -, but yeah, it surprised me a little.)
Velmine doesn't seem to quite understand the meaning of the question, so she answers it while still being a little confused. "That'd be me. But so what? My quick moves aren't gonna help me climb a wall. That's why I say you let me drink that potion and get up there, or you get someone who's more strong than quick."
"Good job! Though... Maybe I overestimated the challenge." Velmine looks up at Xavier already up at the top, and without giving a second chance or anyone a chance to stop her, she'll try to climb up as well, just as a personal challenge, even if it accomplished nothing.
Xavier quickly climbs the rope and is able to swing over to the door. There is a little shelf where you can barely stand and open the unlocked secret door. Once the door is open you move into a small 10' x 20' room. The back half of the room is filled with a shimmering portal.
Give me an Arcana Check DC 13.
Velmine tries to follow Xavier up the rope , but fails to get off the ground
Xavier informs the group of what he found. I think it's the way out. But we should probably rest full before we go out so we are ready to face whatever we find!
Rollback Post to RevisionRollBack
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
After failing to climb up the rope, Velmine sighs relieved that no one even mentions it after. And with her traditional smile, she begins responding, "You all already talked about this, and I already gave you all my opinion. I don't need it whatsoever, but I'm not gonna deny it from you just cuz' of me. I'll vote in favor of the rest if it benefits the group as a whole. I can't be the only one out there fighting full of energy, obviously."
Xavier is able to make it down to the ground with a little bit of difficulty, and you break out the cooking equipment, you build a small fire and have a good time telling stories about your childhoods. After a while you all settled for a friendly game of cards. Finally you feel tired enough to sleep and you all take a Long Rest
I'm going to assume that you figure out a way to safely get everyone up to the secret room, but want about the Mastiff? Any thoughts Velmine (or anyone else?)
(Oh, boy... I can't just dismiss it. I'm not using Find Familiar...)
Velmine insists that if they're going to get up there, the mastiff is either coming with them, or she is staying outside the secret room with the mastiff. She did say she didn't need the rest.
(Oh, boy... I can't just dismiss it. I'm not using Find Familiar...)
Velmine insists that if they're going to get up there, the mastiff is either coming with them, or she is staying outside the secret room with the mastiff. She did say she didn't need the rest.
It's not so much about the LR as about getting out of the room, currently that Teleportation Circle is the only way you know of that might get you out of thus skull trapped room.
Eiren suggests tying two small loops in the rope, and placing them around the Mastiff's midsection like a sling, and hauling it up. "Velmine can stand up at the secret doorway to guide the mastiff and untie it, and another couple of us on the ground can do the hauling."
"What about this?" Velmine interrupts to discuss her own plan. "I saw Baik doing this teleporting thing a few times... I don't know the name of it - magic is not my forte, you'll have to excuse me. Perhaps, he could do that with my dog? We know everyone but me is tired, so we can wait a little while down here if need be before we try that. Would that work?"
(Reposting so I can describe your play for the mastiff.)
Xavier is able to make it down to the ground with a little bit of difficulty, and you break out the cooking equipment, you build a small fire and have a good time telling stories about your childhoods. After a while you all settled for a friendly game of cards. Before you settle for the night, Baik casts Thunder Step taking himself and the mastiff up to the secret room, while the rest of you are outside of the 10 foot range of the spell. Velmine works her way up and the three of them settle down and sleep in the small room. Eiren, Xavier, and Corvin sleep down among the skulls.
In the morning Eiren, Xavier, and Corvin each work their way up to the room. It is pretty cramped when everyone is standing there, and one by one (in normal marching order) step into the Teleportation Circle.
As you appear scattered around the new room (you will get your positions later in the post) at one of two different Teleportation Circles you see...
Two sides of this chamber have collapsed to form shallow, rough-walled pits filled with clay. Near the northern and southern corners are circles of sigils that glow with red ligh
In the eastern corner is a small array of urns and boxes. Above them on the wall is a contact stone.
By the southeastern clay pit is a Red Wizard (T) working on a mostly built, but currently not activated Clay Golem (CG). Walking towards the Wizard is a Dwarf Priest (D) carrying a bucket.
(Velmine has the most Dex, followed by Eiren. Corvin has the most Str. Without the Potion of climbing, but with the rope you will need an athletics check of DC 15 to get high enough to swing (Acrobatics DC 12) over two the door and open it.)
(I was expecting to respond that in-character - and I'm just about to do it anyway -, but yeah, it surprised me a little.)
Velmine doesn't seem to quite understand the meaning of the question, so she answers it while still being a little confused. "That'd be me. But so what? My quick moves aren't gonna help me climb a wall. That's why I say you let me drink that potion and get up there, or you get someone who's more strong than quick."
(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
"Sure I'm willing to climb it" Xavier tells the group and walks over to the rope steering clear of the mouths he might pass by.
Athletics with advantage from Eiren 15
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
Acrobatics 14
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
"Good job! Though... Maybe I overestimated the challenge." Velmine looks up at Xavier already up at the top, and without giving a second chance or anyone a chance to stop her, she'll try to climb up as well, just as a personal challenge, even if it accomplished nothing.
Athletics: 4
(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
Xavier quickly climbs the rope and is able to swing over to the door. There is a little shelf where you can barely stand and open the unlocked secret door. Once the door is open you move into a small 10' x 20' room. The back half of the room is filled with a shimmering portal.
Give me an Arcana Check DC 13.
Velmine tries to follow Xavier up the rope , but fails to get off the ground
5 arcana
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 believes that the shimmering portal is a permanent Teleportation Circle.
Do you all want to wait out here until you can take a long rest in relatively safety before seeing where the circle laads?
Xavier informs the group of what he found. I think it's the way out. But we should probably rest full before we go out so we are ready to face whatever we find!
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
"I agree. Spending some downtime in here seems wise." Eiren nods sagely.
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
After failing to climb up the rope, Velmine sighs relieved that no one even mentions it after. And with her traditional smile, she begins responding, "You all already talked about this, and I already gave you all my opinion. I don't need it whatsoever, but I'm not gonna deny it from you just cuz' of me. I'll vote in favor of the rest if it benefits the group as a whole. I can't be the only one out there fighting full of energy, obviously."
(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
"A rest would certainly be appreciated," Corvin says.
Xavier is able to make it down to the ground with a little bit of difficulty, and you break out the cooking equipment, you build a small fire and have a good time telling stories about your childhoods. After a while you all settled for a friendly game of cards. Finally you feel tired enough to sleep and you all take a Long Rest
Time in the Doomvault: 1 Days 11 Hours 01 Minute (Earliest next long rest 2 Days 3 Hours. So in about 16 hours.)
Baik (77/77) - 0/1 Saving Face, 0/2 rages, 9d6/9d6 healing light, 0/1 tomb of levistus, and 0/2 fourth level spells. Hit Dice 0/8 Warlock, 0/1 Barbarian.
Corvin (66/66) - 0/4 first level spells, 0/3 second level spell, 0/3 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 0/9.
Eiren (63/63) - 0/2 Bladesong, 0/1 Second Wind 0/1 Action Surge, 0/4 first level spells, 0/3 second level spells, 0/1 Blessing of the Raven Queen, 0/1 Arcana Recovery. Arrows 30 remaining (out of 40). Hit Dice: 0/7 Fighter, 0/2 Wizard.
Velmine (57/57) -Martial Adept 0/1. Bag of Tricks 0/3, Hellish Rebuke 0/1, Darkness 0/1. Hit Dice 0/9 - [Animal Hit Points: [Mastiff: 3/3]
Xavier (65/65) -0/4 first level spells, 0/3 second level spells, 0/3 third level spells. 0/3 fourth level spells. 0/1 fifth level spells. 9/9 Sorcery Points, Healing Hands 0/1, Necrotic Shroud 0/1. Hit Dice 0/9.
(I went ahead and hit the Long Rest button on all of your sheets)
I'm going to assume that you figure out a way to safely get everyone up to the secret room, but want about the Mastiff? Any thoughts Velmine (or anyone else?)
(Oh, boy... I can't just dismiss it. I'm not using Find Familiar...)Velmine insists that if they're going to get up there, the mastiff is either coming with them, or she is staying outside the secret room with the mastiff. She did say she didn't need the rest.(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
It's not so much about the LR as about getting out of the room, currently that Teleportation Circle is the only way you know of that might get you out of thus skull trapped room.
Eiren suggests tying two small loops in the rope, and placing them around the Mastiff's midsection like a sling, and hauling it up. "Velmine can stand up at the secret doorway to guide the mastiff and untie it, and another couple of us on the ground can do the hauling."
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
"What about this?" Velmine interrupts to discuss her own plan. "I saw Baik doing this teleporting thing a few times... I don't know the name of it - magic is not my forte, you'll have to excuse me. Perhaps, he could do that with my dog? We know everyone but me is tired, so we can wait a little while down here if need be before we try that. Would that work?"
(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
(Reposting so I can describe your play for the mastiff.)
Xavier is able to make it down to the ground with a little bit of difficulty, and you break out the cooking equipment, you build a small fire and have a good time telling stories about your childhoods. After a while you all settled for a friendly game of cards. Before you settle for the night, Baik casts Thunder Step taking himself and the mastiff up to the secret room, while the rest of you are outside of the 10 foot range of the spell. Velmine works her way up and the three of them settle down and sleep in the small room. Eiren, Xavier, and Corvin sleep down among the skulls.
In the morning Eiren, Xavier, and Corvin each work their way up to the room. It is pretty cramped when everyone is standing there, and one by one (in normal marching order) step into the Teleportation Circle.
As you appear scattered around the new room (you will get your positions later in the post) at one of two different Teleportation Circles you see...
Two sides of this chamber have collapsed to form shallow, rough-walled pits filled with clay. Near the northern and southern corners are circles of sigils that glow with red ligh
In the eastern corner is a small array of urns and boxes. Above them on the wall is a contact stone.
By the southeastern clay pit is a Red Wizard (T) working on a mostly built, but currently not activated Clay Golem (CG). Walking towards the Wizard is a Dwarf Priest (D) carrying a bucket.
Eiren arrives in 1 4 = N16
Corvin arrives in 2 12 = K2
Xavier arrives in 1 9 = O15
Velmine arrives in 1 6 = N2
Mastiff arrives in 1 5 = N4
Baik arrives in 1 7 = O16
Everyone roll initiatives
Red Wizard's Initiative 16
Dwarf Priest's Initiative 18
Clay Golem's Initiative 14
Anyone higher than 18 can act.