Ok, I see what you mean now. We'll wait for Baik to answer and if he doesn't want to use the spell slot (I wouldn't blame him if not), we will just have to go with the random dice rolls. Just keep in mind that it may go berserk at some point if it takes too much damage. It would be good to know which door you are shooting for, before I start rolling.
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
And it won't work because the golem is larger than Baik.
Anyone have a way around that, such as enlarge person?
This post has potentially manipulated dice roll results.
Eiren looks all around the room, searching the walls and floor for any means of deactivating the pillars. He is careful to stay only on the edges of the room. He has Qu'oth help him look, using their familiar bond.
Perception: 19 (if investigation is more appropriate, -1 to the result)
Xavier will proceed along the wall south to the corner then again toward door on the southern wall following the group.
Everyone receives 320 Xp (Everyone should have 61,250 Xp) i seem to be at 59,613 after adding that, did i miss something somewhere and should I update it to match the 61250?
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
Baik looks around the room and considers. "I can teleport, for sure, but that thing is too large for me to take with me, unless you know some way to shrink it down?"
Velmine responds, seeing as she was the one who mentioned Baik in the first place. Her expression is frustrated for the second when she learns the teleportation wouldn't work but turns confused when he adds the question. "Why are you asking me? Did you already forget I'm the one who doesn't do magic? I mean, there are these simple things that just come naturally, but you should know, the casting types in our group is everyone but me. But, I mean, if I could shrink it down, what'd be the point of not having it move through the pillars instead of teleporting it?"
She takes a look over the room, and her eyes spot Eiren, even as she continues speaking to Baik. "Look, unless he can find a way to deactivate those things, I was already planning on having it just attempt to teleport around, and if it takes too much damage and we have to destroy it, we just destroy it. Although, now that I think about it, if it passes through the pillars and doesn't teleport, the issue is solved, and I didn't get teleported even though those things were still active."
Xavier will proceed along the wall south to the corner then again toward door on the southern wall following the group.
Everyone receives 320 Xp (Everyone should have 61,250 Xp) i seem to be at 59,613 after adding that, did i miss something somewhere and should I update it to match the 61250?
This post has potentially manipulated dice roll results.
Eiren not finding anything, do you want to proceed through the double doors to the south?
Assuming yes I will make the first transportation roll.
Velmine tells the golem to move to the closest pillars and it is transported to 6-2 H:I-11:12 taking 2 Lightning damage.
Seeing no way for the golem to reach the door Velmine tells the golem to move to the closest pillars and it is transported to 8-1 T:U-11:12 taking 4 Lightning damage.
From there if you want to back track through the White Gate instead of the double doors you are good.
Corvin steps away from the corpses at his feet, and upon listening to the discussion about next steps, asks "What are our options if we go back? The light room? Or is there another?"
Corvin steps away from the corpses at his feet, and upon listening to the discussion about next steps, asks "What are our options if we go back? The light room? Or is there another?"
I just looked at the master map and I believe you are correct The Light Room is your only option if you go back.
Eiren nods. “It’s either the light room, or through these doors. I’m still uneasy about that room, since we haven’t seen what is in there. But if we want to keep the golem with us, I say we head back there and prepare for whatever waits for us in the blinding light.“
Velmine has more to say in regards to Eiren's comment. "Well, I'm fine to explore the room without taking the golem with us. Just let it somewhere that seems safe, maybe inside this room, and then we'll come back and get it. If someone comes along and destroys it, that's inconvenient but not the end of the world."
Corvin slings his warhammar over his shoulder. "Both are equally unclear. I agree with forging ahead rather than turning back." He moves back into the room to survey the pillars once more.
I believe that the general consensus is to leave the golem here (or through the White Gate where you found it?) and go through the double doors to the south. Is that correct?
Eiren suggests leaving the golem in the doorway. "You could order it to attack any creature that isn't one of us?" He suggests to Velmine.
Otherwise he'll make the the doors to the south, hands at the ready to grab a weapon, eyes alert for danger. Qu'oth nimbly alights on Eiren's shoulder and preens his feathers.
"Assuming they'll know it's not on their side the moment they see it, that sounds fair. Otherwise, they might not even attack a golem that doesn't seem threatening." Velmine decides to give the command the golem. "Okay, you heard him. Clay, I want you to attack anyone you see that's not among our group right now. Until anyone of that type appears, I want you to stay right where you are."
Time in the Doomvault: 1 Days 11 Hours 16 Minute (Earliest next long rest 2 Days 3 Hours. So in about 16 hours.)
Baik (75/75) - 0/1 Saving Face, 10d6/10d6 healing light, 0/1 tomb of levistus, and 0/2 fifth level spells. Hit Dice 0/9
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., 0/2 Channel Divinity. Hit Dice 0/9
Eiren (57/63) - 1/4 Bladesong, 0/1 Second Wind 0/1 Action Surge, 0/4 first level spells, 1/3 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 (66/66) -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] [Clay Golem - Left guarding the white gate in room 86 - Hall of Teleportation: 47/67]
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 don't have time now to prepare the next map. I'll try to do it tonight, but it probably won't be until tomorrow or Thursday.)
Leaveing the golem behind to guard your backs, Eiren leads the party through the double doors. There is a small flight of stairs leading up, before you climb the stairs you can smell something awful in the room at the top. Climb the stairs you see...
Relief-carved walls showing nobles at a great feast make a stark counterpoint to the stench of preservatives with a hint of rot. Flesh golems in their first gruesome stages of assembly are on a few of the tables. Other tables contain only prepared body parts and bones. Working around the table are a Red Wizard (Marked N on the map) and two Apprentices. A Ghoul is mopping up a puddle of blood, and there are Skeletons in the corners of the room (you can't see S1, and S2). As you climb into view the Red Wizard is turning from one table to another with a spinal cord dripping with blood in his hand, seeing you he exclaims "Intruders! Attack them!"
A contact stone is set in the midpoint of the southern wall. There are a set of double doors to the west, and a White Gate to the east. Anyone who makes a DC 12 Intelligence check can deduce that the White Gate leads to the room with the blinding lights.
Ok, I see what you mean now. We'll wait for Baik to answer and if he doesn't want to use the spell slot (I wouldn't blame him if not), we will just have to go with the random dice rolls. Just keep in mind that it may go berserk at some point if it takes too much damage. It would be good to know which door you are shooting for, before I start rolling.
Actually I just read Thunder Step
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
And it won't work because the golem is larger than Baik.
Anyone have a way around that, such as enlarge person?
Eiren looks all around the room, searching the walls and floor for any means of deactivating the pillars. He is careful to stay only on the edges of the room. He has Qu'oth help him look, using their familiar bond.
Perception: 19 (if investigation is more appropriate, -1 to the result)
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
Xavier will proceed along the wall south to the corner then again toward door on the southern wall following the group.
Everyone receives 320 Xp (Everyone should have 61,250 Xp) i seem to be at 59,613 after adding that, did i miss something somewhere and should I update it to match the 61250?
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
Baik looks around the room and considers. "I can teleport, for sure, but that thing is too large for me to take with me, unless you know some way to shrink it down?"
**By the Light of the Sun, you will burn!**
Previously BENEFICENCE
DM: Storm Lord's Wrath || Syr Valor Dayne: Sleeping Gods || tooltips | guides | dice |
Velmine responds, seeing as she was the one who mentioned Baik in the first place. Her expression is frustrated for the second when she learns the teleportation wouldn't work but turns confused when he adds the question. "Why are you asking me? Did you already forget I'm the one who doesn't do magic? I mean, there are these simple things that just come naturally, but you should know, the casting types in our group is everyone but me. But, I mean, if I could shrink it down, what'd be the point of not having it move through the pillars instead of teleporting it?"
She takes a look over the room, and her eyes spot Eiren, even as she continues speaking to Baik. "Look, unless he can find a way to deactivate those things, I was already planning on having it just attempt to teleport around, and if it takes too much damage and we have to destroy it, we just destroy it. Although, now that I think about it, if it passes through the pillars and doesn't teleport, the issue is solved, and I didn't get teleported even though those things were still active."
(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
Go ahead and add the 1,637 to your sheet
Eiren looks for a aay the deactivate the pillars, but can't find anything.
Eiren not finding anything, do you want to proceed through the double doors to the south?
Assuming yes I will make the first transportation roll.
Velmine tells the golem to move to the closest pillars and it is transported to 6-2 H:I-11:12 taking 2 Lightning damage.
Seeing no way for the golem to reach the door Velmine tells the golem to move to the closest pillars and it is transported to 8-1 T:U-11:12 taking 4 Lightning damage.
From there if you want to back track through the White Gate instead of the double doors you are good.
Up to Eiren
Corvin steps away from the corpses at his feet, and upon listening to the discussion about next steps, asks "What are our options if we go back? The light room? Or is there another?"
I just looked at the master map and I believe you are correct The Light Room is your only option if you go back.
Eiren nods. “It’s either the light room, or through these doors. I’m still uneasy about that room, since we haven’t seen what is in there. But if we want to keep the golem with us, I say we head back there and prepare for whatever waits for us in the blinding light.“
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 has more to say in regards to Eiren's comment. "Well, I'm fine to explore the room without taking the golem with us. Just let it somewhere that seems safe, maybe inside this room, and then we'll come back and get it. If someone comes along and destroys it, that's inconvenient but not the end of the world."
(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
Baik shrugs. "Eh, sounds good enough for me." He stamps his spear on the ground and cracks his neck.
**By the Light of the Sun, you will burn!**
Previously BENEFICENCE
DM: Storm Lord's Wrath || Syr Valor Dayne: Sleeping Gods || tooltips | guides | dice |
Corvin slings his warhammar over his shoulder. "Both are equally unclear. I agree with forging ahead rather than turning back." He moves back into the room to survey the pillars once more.
I believe that the general consensus is to leave the golem here (or through the White Gate where you found it?) and go through the double doors to the south. Is that correct?
Eiren suggests leaving the golem in the doorway. "You could order it to attack any creature that isn't one of us?" He suggests to Velmine.
Otherwise he'll make the the doors to the south, hands at the ready to grab a weapon, eyes alert for danger. Qu'oth nimbly alights on Eiren's shoulder and preens his feathers.
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
"Assuming they'll know it's not on their side the moment they see it, that sounds fair. Otherwise, they might not even attack a golem that doesn't seem threatening." Velmine decides to give the command the golem. "Okay, you heard him. Clay, I want you to attack anyone you see that's not among our group right now. Until anyone of that type appears, I want you to stay right where you are."
(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
Time in the Doomvault: 1 Days 11 Hours 16 Minute (Earliest next long rest 2 Days 3 Hours. So in about 16 hours.)
Baik (75/75) - 0/1 Saving Face, 10d6/10d6 healing light, 0/1 tomb of levistus, and 0/2 fifth level spells. Hit Dice 0/9
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., 0/2 Channel Divinity. Hit Dice 0/9
Eiren (57/63) - 1/4 Bladesong, 0/1 Second Wind 0/1 Action Surge, 0/4 first level spells, 1/3 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 (66/66) -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] [Clay Golem - Left guarding the white gate in room 86 - Hall of Teleportation: 47/67]
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 don't have time now to prepare the next map. I'll try to do it tonight, but it probably won't be until tomorrow or Thursday.)
Leaveing the golem behind to guard your backs, Eiren leads the party through the double doors. There is a small flight of stairs leading up, before you climb the stairs you can smell something awful in the room at the top. Climb the stairs you see...
Relief-carved walls showing nobles at a great feast make a stark counterpoint to the stench of preservatives with a hint of rot. Flesh golems in their first gruesome stages of assembly are on a few of the tables. Other tables contain only prepared body parts and bones. Working around the table are a Red Wizard (Marked N on the map) and two Apprentices. A Ghoul is mopping up a puddle of blood, and there are Skeletons in the corners of the room (you can't see S1, and S2). As you climb into view the Red Wizard is turning from one table to another with a spinal cord dripping with blood in his hand, seeing you he exclaims "Intruders! Attack them!"
A contact stone is set in the midpoint of the southern wall. There are a set of double doors to the west, and a White Gate to the east. Anyone who makes a DC 12 Intelligence check can deduce that the White Gate leads to the room with the blinding lights.
Roll initiatives
Red Wizard's Initiative 18
Apprentice's Initiative 18
Skeleton's Initiative 11
Ghoul's Initiative 6
Anyone with an 21 or higher can act.