Velmine and Xavier use their arcane knowledge to see if they can figure out the glyphs, however while the glyphs do seem familiar they don't make sense, as if in code.
Eiren runs his fingers along the glyphs and the pillars of bright light flicker momentarily. He also recognizes that the glyphs are in code and using his fingers to map out the code he understands how it works. S person can take an action to touch the glyphs and subdue the pillars with a successful DC 10 Intelligence (Arcana) check or deactivate them with a successful DC 15 Intelligence (Arcana) check. It appears that the mechanism that subdues or deactivates the pillars is on a timer and although you don't know how much time, you think that there is a cool down time before the check can be attempted again.
I should have posted this first, but was still thinking on how to respond. (See my last post in the OoC thread).
Eiren knows the following things about Clay Golems
They have no damage resistances or vulnerabilities
Acid Absorption. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
Berserk. Whenever the golem starts its turn with 45% hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Multiattack. The golem makes two slam attacks.
Slam.Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.
Haste (Recharge 5–6). Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.
While they're still in the room they were teleported to, Velmine will respond to the entirety of Eiren's theory in a more succinct way than his. "Uh... I see...? Uh. When you come up with more than just theory, I'll feel better trusting your words. Have you seen a clay golem before? How do you know that the dark energy that raises undead isn't the same that made this thing be a living being lookalike? And using it will just make it stronger?" She chuckles, her logic may not be perfect, but it kinda explained why she was waiting for something more consistent than that.
(back in the claly golem room) Eiren shrugs when Velmine raises her objections. "Doesn't seem like necromancy. No dead bodies. But then I've no direct experience with either creating golems or raising the dead. It's possible the animating forces are similar...but even with that line of thinking, I should still assume that the material involved is primarily what matters when it comes to vulnerabilities and strengths." Eiren seems a little less confident now, though he tries not to show it.
After examing the golem, Eiren stands back and shares what he knows and has been able to deduce about the clay golem (from DM's post above). He snaps his fingers and points at the golem, suddenly recalling something. "I remember now, I did fight one of these in the arena. This would have been several decades back now. The big bugger could brush aside off all sorts of attacks and effects. It couldn't be polymorphed, acid damage healed it, and it seemed able to shrug off most other spells. Besides that, it was much faster than it looked...and it blew right through my blade ward with one slam attack; nearly cleaned my clock! But thankfully, we damaged it enough that it went berserk and turned on its owner. That was certainly an interesting fight. Glad we have one on our side! Just, uh...keep your distance in a fight."
--
Eiren relays the important information about how following the patterns on the glyphs seem to either subdue or deactivate the pillars of light. He shields his eyes from the glare of the pillars as he speaks. Qu'oth displays some curiosity about the light, but Eiren instructs the owl to stay on the safe side of the archway. He muses over the glyphs thoughtfully.
"I'm not sure how long the subduing or deactivating would last. That light is so intense, it may be best to try and subdue it before we traverse whatever this room is. But this whole place is a minefield of deceptions and dangers."
Then, Eiren straightens. "WELL, nothing ventured, nothing gained...if I start screaming in pain, maybe don't come running in after me."
He then places his left shoulder on the wall of the room beyond the archway and tries to enter the room, trying to edge his way around the room while staying as far away from the pillars as possible. He'll take it 15 feet at a time.
Eiren relays the important information about how following the patterns on the glyphs seem to either subdue or deactivate the pillars of light. He shields his eyes from the glare of the pillars as he speaks. Qu'oth displays some curiosity about the light, but Eiren instructs the owl to stay on the safe side of the archway. He muses over the glyphs thoughtfully.
"I'm not sure how long the subduing or deactivating would last. That light is so intense, it may be best to try and subdue it before we traverse whatever this room is. But this whole place is a minefield of deceptions and dangers."
Then, Eiren straightens. "WELL, nothing ventured, nothing gained...if I start screaming in pain, maybe don't come running in after me."
He then places his left shoulder on the wall of the room beyond the archway and tries to enter the room, trying to edge his way around the room while staying as far away from the pillars as possible. He'll take it 15 feet at a time.
Just to clarify, you are entering the room without trying to subdue or deactivate the light first, right?
If no, please roll the Arcana check to see if you subdued or deactivated the light.
(OOC: So the light is blinding, but Eiren isn't feeling hurt at all? If not, I'm going to keep going, but with my eyes closed)
"It's really bright in here!" Eiren shouts to the others, the light nearly overwhelming his senses. He shuts his eyes immediately. "But as far as I can tell that's all it is. I'm going to telepathically instruct Q'uoth to flap his wings every 10 seconds. If more than 10 seconds goes by without Qu'oth flapping his wings, subdue those lights before coming to find me."
Eiren will close his eyes and keep edging around the room. With one slender hand he will use his rapier as a walking stick, continually probing the floor and air directly in front of him. He will keep his other hand firmly planted on the wall.
Every 10 seconds while doing this, he'll make Qu'oth do a little wing-flap.
(EDIT: by "walking stick" I mean tapping to check if there's anything in front of me, not as a support! Just in case I wasn't clear...)
Eiren follows the wall to his left with his eyes closed against the light. In about six seconds you hit a corner of the room and turn to continue following the wall. In another twelve seconds the turns sharply and a couple of seconds later the bright light disappears and you suddenly realize that you are in a whte gate.
Do you stay In the gate, or press through to the other side...
Eiren will feel his way back, following the same wall, this time using his right hand to guide himself. Qu'oth keeps flapping as long as Eiren pings him every two rounds.
Assuming that Xavier asks the question when Eiren is within ear shot, Eiren will respond if and when he gets back to the group.
"That's a possibility. But I did discover a white gate just there—" Eiren points in the general direction— "on the other side of the room. And nothing bad happened to me. I prefer it when bad things don't happen, so while it wasn't the most exhilarating experience, we know that we at least have a way to the next gate.
"I suppose we could turn the lights off, but I simply don't know what the function of the light is. The way I figure, we have three choices. One, we could try exploring some more, with our eyes closed. Two, we could just form a train and grope our way to the next white gate. Three, we could disable the lights and see what happens. My guess is that there's some creature made of pure darkness, waiting for the chance to devour our minds and desiccate our bodies."
Velmine seems... unimpressed. She quickly responds. "I think you overthought it, champ. The trick was the lights. We weren't supposed to know we had a way to stop it, but you did it with that big brain of yours." She speaks in a taunting manner, though there's no hostility behind her words. "I really doubt there's anything else on the room besides bright pillars making bright lights. I think we should investigate the other areas first, and we'll turn off the lights if and when we cross this path again. Unless you insist, of course. I never claimed to be a good leader."
There is a white gate behind us too in the previous room. Do we know where they both lead and have we been to the areas? I'm fine to go forward but I think we should turn down the lights and not risk being blinded when we go through the gate
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
Ultimately it's up to Eiren (unless someone just wants to act and not talk) to determine how to proceed, as he is the leader. Still haven't heard from Corvin.
However Eiren, it seems that everyone is thinking you might be too cautious. Try to remember that a good leader needs listen to advice, but also listen to his gut feelings.
“Sounds like a plan. Let’s check out the white gate to the north then, before we do anything further with this room.” Eiren will lead the way to the white gate up north & west.
Corvin ponders the situation, but in the end agrees with Eiren. "If there was no harm from going through the room with eyes closed, I feel the best option is to leave the lights on and just close our eyes as we move to the gates when we come back, as opposed to risking some further mischief from turning them off."
"Well, aren't you going to follow his advice?" Velmine looks at Corvin but gestures at Eiren with her hand. "Nothing ventured, nothing gained. We learn what this does, and if something tries to kill us - very unlikely -, we kill them first. It's how we've solved most problems anyway since everything here is bloodthirsty. Seems like all of us agree on leaving the lights' path for last, though, so are we ready to move along?"
Velmine and Xavier use their arcane knowledge to see if they can figure out the glyphs, however while the glyphs do seem familiar they don't make sense, as if in code.
Eiren runs his fingers along the glyphs and the pillars of bright light flicker momentarily. He also recognizes that the glyphs are in code and using his fingers to map out the code he understands how it works. S person can take an action to touch the glyphs and subdue the pillars with a successful DC 10 Intelligence (Arcana) check or deactivate them with a successful DC 15 Intelligence (Arcana) check. It appears that the mechanism that subdues or deactivates the pillars is on a timer and although you don't know how much time, you think that there is a cool down time before the check can be attempted again.
I should have posted this first, but was still thinking on how to respond. (See my last post in the OoC thread).
Eiren knows the following things about Clay Golems
Acid Absorption. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
Berserk. Whenever the golem starts its turn with 45% hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.
Haste (Recharge 5–6). Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.
While they're still in the room they were teleported to, Velmine will respond to the entirety of Eiren's theory in a more succinct way than his. "Uh... I see...? Uh. When you come up with more than just theory, I'll feel better trusting your words. Have you seen a clay golem before? How do you know that the dark energy that raises undead isn't the same that made this thing be a living being lookalike? And using it will just make it stronger?" She chuckles, her logic may not be perfect, but it kinda explained why she was waiting for something more consistent than that.
(Hopefully, this is a little better?)
(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
(back in the claly golem room) Eiren shrugs when Velmine raises her objections. "Doesn't seem like necromancy. No dead bodies. But then I've no direct experience with either creating golems or raising the dead. It's possible the animating forces are similar...but even with that line of thinking, I should still assume that the material involved is primarily what matters when it comes to vulnerabilities and strengths." Eiren seems a little less confident now, though he tries not to show it.
After examing the golem, Eiren stands back and shares what he knows and has been able to deduce about the clay golem (from DM's post above). He snaps his fingers and points at the golem, suddenly recalling something. "I remember now, I did fight one of these in the arena. This would have been several decades back now. The big bugger could brush aside off all sorts of attacks and effects. It couldn't be polymorphed, acid damage healed it, and it seemed able to shrug off most other spells. Besides that, it was much faster than it looked...and it blew right through my blade ward with one slam attack; nearly cleaned my clock! But thankfully, we damaged it enough that it went berserk and turned on its owner. That was certainly an interesting fight. Glad we have one on our side! Just, uh...keep your distance in a fight."
--
Eiren relays the important information about how following the patterns on the glyphs seem to either subdue or deactivate the pillars of light. He shields his eyes from the glare of the pillars as he speaks. Qu'oth displays some curiosity about the light, but Eiren instructs the owl to stay on the safe side of the archway. He muses over the glyphs thoughtfully.
"I'm not sure how long the subduing or deactivating would last. That light is so intense, it may be best to try and subdue it before we traverse whatever this room is. But this whole place is a minefield of deceptions and dangers."
Then, Eiren straightens. "WELL, nothing ventured, nothing gained...if I start screaming in pain, maybe don't come running in after me."
He then places his left shoulder on the wall of the room beyond the archway and tries to enter the room, trying to edge his way around the room while staying as far away from the pillars as possible. He'll take it 15 feet at a time.
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
Just to clarify, you are entering the room without trying to subdue or deactivate the light first, right?
If no, please roll the Arcana check to see if you subdued or deactivated the light.
Eiren is trying to enter the room without subduing the lights. He's taking it slow, though.
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
Eiren make a Constitution saving throw DC 13 or become blinded until the start of your next turn.
CON 18
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
(OOC: So the light is blinding, but Eiren isn't feeling hurt at all? If not, I'm going to keep going, but with my eyes closed)
"It's really bright in here!" Eiren shouts to the others, the light nearly overwhelming his senses. He shuts his eyes immediately. "But as far as I can tell that's all it is. I'm going to telepathically instruct Q'uoth to flap his wings every 10 seconds. If more than 10 seconds goes by without Qu'oth flapping his wings, subdue those lights before coming to find me."
Eiren will close his eyes and keep edging around the room. With one slender hand he will use his rapier as a walking stick, continually probing the floor and air directly in front of him. He will keep his other hand firmly planted on the wall.
Every 10 seconds while doing this, he'll make Qu'oth do a little wing-flap.
(EDIT: by "walking stick" I mean tapping to check if there's anything in front of me, not as a support! Just in case I wasn't clear...)
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
It looks like you are going along the edge of the room rather than through the pillars? If so heading north or south?
I'm following the wall around to the left. So south 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
Why not dim them on your way? If that's an option?
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
Eiren follows the wall to his left with his eyes closed against the light. In about six seconds you hit a corner of the room and turn to continue following the wall. In another twelve seconds the turns sharply and a couple of seconds later the bright light disappears and you suddenly realize that you are in a whte gate.
Do you stay In the gate, or press through to the other side...
Qu'oth flaps his wings once but not twice
... or move back into the light?
Qu'oth flaps his wings twice.
Eiren will feel his way back, following the same wall, this time using his right hand to guide himself. Qu'oth keeps flapping as long as Eiren pings him every two rounds.
Assuming that Xavier asks the question when Eiren is within ear shot, Eiren will respond if and when he gets back to the group.
"That's a possibility. But I did discover a white gate just there—" Eiren points in the general direction— "on the other side of the room. And nothing bad happened to me. I prefer it when bad things don't happen, so while it wasn't the most exhilarating experience, we know that we at least have a way to the next gate.
"I suppose we could turn the lights off, but I simply don't know what the function of the light is. The way I figure, we have three choices. One, we could try exploring some more, with our eyes closed. Two, we could just form a train and grope our way to the next white gate. Three, we could disable the lights and see what happens. My guess is that there's some creature made of pure darkness, waiting for the chance to devour our minds and desiccate our bodies."
Eiren shrugs and draws his longbow, just in case.
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 seems... unimpressed. She quickly responds. "I think you overthought it, champ. The trick was the lights. We weren't supposed to know we had a way to stop it, but you did it with that big brain of yours." She speaks in a taunting manner, though there's no hostility behind her words. "I really doubt there's anything else on the room besides bright pillars making bright lights. I think we should investigate the other areas first, and we'll turn off the lights if and when we cross this path again. Unless you insist, of course. I never claimed to be a good leader."
(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
There is a white gate behind us too in the previous room. Do we know where they both lead and have we been to the areas? I'm fine to go forward but I think we should turn down the lights and not risk being blinded when we go through the gate
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
Ultimately it's up to Eiren (unless someone just wants to act and not talk) to determine how to proceed, as he is the leader. Still haven't heard from Corvin.
However Eiren, it seems that everyone is thinking you might be too cautious. Try to remember that a good leader needs listen to advice, but also listen to his gut feelings.
“Sounds like a plan. Let’s check out the white gate to the north then, before we do anything further with this room.” Eiren will lead the way to the white gate up north & west.
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
Corvin ponders the situation, but in the end agrees with Eiren. "If there was no harm from going through the room with eyes closed, I feel the best option is to leave the lights on and just close our eyes as we move to the gates when we come back, as opposed to risking some further mischief from turning them off."
"Well, aren't you going to follow his advice?" Velmine looks at Corvin but gestures at Eiren with her hand. "Nothing ventured, nothing gained. We learn what this does, and if something tries to kill us - very unlikely -, we kill them first. It's how we've solved most problems anyway since everything here is bloodthirsty. Seems like all of us agree on leaving the lights' path for last, though, so are we ready to move along?"
(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