This post has potentially manipulated dice roll results.
Velmine moves behind the zombie (and stands at Q10) to attack the Wight instead of focusing on any of the weaker undead. She reaches with her rapier and tries to put an end to it.
Attack:28 Damage:50 Piercing Damage (Sneak attack because Corvin is in proximity to the enemy.)
Landing the hit or not, Velmine disengages quickly, and moves away from the undead mob (ending at S11).
Eiren takes Velmine's place (Q10), and in his deadly dance, unleashes with magical rapier strikes at the wight (or at either Z3, if the wight is defeated).
Velmine moves around the Zombie and attacks the Wight. Her rapier deals what should have been a lethal wound, but the Wight is still standing.
Eiren moves to where he can attack both the Zombie (Z3) and Wight. With two quick slashes of his rapier he finishes off the Wight and leaves the Zombie barley undead.
(VanderLegion contacted me a few days ago saying he wasn't feeling well and I could post for him. As his turn is fairly simple, I decided to do so.)
Corvin casts a Sacred Flame at the remaining zombie. The zombie doesn't try to escape the magical flames and takes 14 radiant damage. The zombie is reduced to ashes.
Everyone receives 300 Xp.
Do you want to do anything in this room or leave as fast as you can?
"We should press on, before these lights lure us in and make zombies out of all of us..." Eiren says. He will lead the way east & north through the room, trying to shield his eyes against the lights until he's out of their area of influence.
"Fair enough, quick and fast, out of here... I just need to be sure my dog is coming. I didn't get hurt at all while moving to here, here's hoping it has the same luck." Velmine more or less explains and commands the mastiff to just risk itself and move as quickly as it can, eyes closed, hoping it is able to find Velmine based on smell alone.
As you approach the northern passageway you can hear the sounds of water rippling from the darkened cavern beyond. As you get to the cavern entrance everyone except for Corvin (who doesn't have Darkvision) can see...
The walls of this cavern are the same dark shade of blue as the pool of water that fills the center of the area. Ripples spread across the surface as if the water has been recently disturbed. Around the cavern, narrow alcoves hold enormous globes of blue liquid suspended in the air.
In the west side of the room is a black gate, and on the wall near it is a contact stone.
The cavern is slimy and wet and is considered difficult terrain.
For the best! We don’t know what tricks the water has up it’s sleeve, especially after that last room. Baik speaks, clutching his Spear as he follows alone as well.
"Fair enough, quick and fast, out of here... I just need to be sure my dog is coming. I didn't get hurt at all while moving to here, here's hoping it has the same luck." Velmine more or less explains and commands the mastiff to just risk itself and move as quickly as it can, eyes closed, hoping it is able to find Velmine based on smell alone.
(Sorry I haven't posted yet. This room is complicated and I wasn't sure how to proceed.)
Corvin can't see in the dark, so he casts Light on his Warhammer. He agrees with Xavier and Eiren, and the party starts moving towards the Black Gate. When you are about halfway there you hear the sound of water splashing again you hear the sound of a massive something getting out of the water. and a huge tentacled creature climbs out of the body of water and moves to the northern floating ball of water. (Int check 10). Somehow he makes it move towards him until it is encompassing him. He swims around so he is facing south and sees you. Suddenly (1=Eiren, 2=Xavier, 3=Corvin, 4=Velmine, 5=Baik 4) Eiren receives a telepathic communication. "You don't look like the Red Wizards or their cronies. I am very hungry perhaps they won't be angry with me if I eat you!"
Eiren you can respond (see spoiler below) before anyone does anything to either the monster or to the party
Telepathy
Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn't need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can't initiate or terminate a telepathic conversation.
A telepathic monster doesn't need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can't initiate telepathic contact, and any current contact is terminated
Velmine moves behind the zombie (and stands at Q10) to attack the Wight instead of focusing on any of the weaker undead. She reaches with her rapier and tries to put an end to it.
Attack: 28 Damage: 50 Piercing Damage (Sneak attack because Corvin is in proximity to the enemy.)
Landing the hit or not, Velmine disengages quickly, and moves away from the undead mob (ending at S11).
(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 takes Velmine's place (Q10), and in his deadly dance, unleashes with magical rapier strikes at the wight (or at either Z3, if the wight is defeated).
Attack: 19 Damage: 8 piercing
Attack: 14 Damage: 10 piercing
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 moves around the Zombie and attacks the Wight. Her rapier deals what should have been a lethal wound, but the Wight is still standing.
Eiren moves to where he can attack both the Zombie (Z3) and Wight. With two quick slashes of his rapier he finishes off the Wight and leaves the Zombie barley undead.
Xavier is up
Xavier moves to Q11 and casts burning hands at the three remaining zombies dc 16 dex save or take 5 fire damage
Wisdom save 7
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
Z3 Dex save 12
Z3 Con save 4
Xavier moves to where he can touch the closest Zombie and destroys it with a fiery touch.
With the Dread Warriors and Wights gone Corvin and Baik are up
Baik stays where he is, as a Bright Light showers Z1, encasing it in energy as he attempts to burn it down.
(DC 16 Dex save, or 14 Damage)
(Radiant damage)
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.
Z1 does not try to evade the spell Baik casts and is destroyed.
Leaving Z2 to Corvin?
Burning hands is a 15 foot cone, cast forward from where I moved it should have hit all 3 zombies
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
You're right. I thought it was a Touch spell and didn't look 🙁
Z1 Con save 15
Z1 Wisdom save -1
Z2 Con save 14
Z2 Wisdom save 18
Xavier moves to - the closest Zombie dies in a fiery blaze. Z1 and Z2 are still standing, and Z2 starts as if stung.
With the Dread Warriors and Wights gone Corvin and Baik are up
Z1 does not try to evade the spell Baik casts and is destroyed.
Leaving Z2 to Corvin?
(VanderLegion contacted me a few days ago saying he wasn't feeling well and I could post for him. As his turn is fairly simple, I decided to do so.)
Corvin casts a Sacred Flame at the remaining zombie. The zombie doesn't try to escape the magical flames and takes 14 radiant damage. The zombie is reduced to ashes.
Everyone receives 300 Xp.
Do you want to do anything in this room or leave as fast as you can?
Rellahne what do you do with the Mastiff?
"We should press on, before these lights lure us in and make zombies out of all of us..." Eiren says. He will lead the way east & north through the room, trying to shield his eyes against the lights until he's out of their area of influence.
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
Time in the Doomvault: 0 Days 13 Hours 48 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.
(Velmine*. Rellahne is in the other game.)
"Fair enough, quick and fast, out of here... I just need to be sure my dog is coming. I didn't get hurt at all while moving to here, here's hoping it has the same luck." Velmine more or less explains and commands the mastiff to just risk itself and move as quickly as it can, eyes closed, hoping it is able to find Velmine based on smell alone.
Mastiff Wisdom Save: 2
(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
The mastiff is transfixed by the magical lights. She takes 12 necrotic damage, and returns to wherever it came from.
As you approach the northern passageway you can hear the sounds of water rippling from the darkened cavern beyond. As you get to the cavern entrance everyone except for Corvin (who doesn't have Darkvision) can see...
The walls of this cavern are the same dark shade of blue as the pool of water that fills the center of the area. Ripples spread across the surface as if the water has been recently disturbed. Around the cavern, narrow alcoves hold enormous globes of blue liquid suspended in the air.
In the west side of the room is a black gate, and on the wall near it is a contact stone.
The cavern is slimy and wet and is considered difficult terrain.
What do you want to do?
Let's try to avoid the water and check out the west black 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
Agreed!
"Let's stay clear of the water, until we figure out why it's moving about like that..." Eiren will follow close behind Corvin.
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
For the best! We don’t know what tricks the water has up it’s sleeve, especially after that last room. Baik speaks, clutching his Spear as he follows alone as well.
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.
I missed the bold lines above, that was pretty close to how I would have handled this situation myself.
Between Smelling Velmine and hears her the mastiff is able to navigate through the room, until Velmine let's him know it ok to open it's eyes.
(I'm not going to redo the map just to put him back in but consider him in L28 right behind you.
(Sorry I haven't posted yet. This room is complicated and I wasn't sure how to proceed.)
Corvin can't see in the dark, so he casts Light on his Warhammer. He agrees with Xavier and Eiren, and the party starts moving towards the Black Gate. When you are about halfway there you hear the sound of water splashing again you hear the sound of a massive something getting out of the water.
and a huge tentacled creature climbs out of the body of water and moves to the northern floating ball of water. (Int check 10). Somehow he makes it move towards him until it is encompassing him. He swims around so he is facing south and sees you. Suddenly (1=Eiren, 2=Xavier, 3=Corvin, 4=Velmine, 5=Baik 4)Eiren receives a telepathic communication. "You don't look like the Red Wizards or their cronies. I am very hungry perhaps they won't be angry with me if I eat you!"Eiren you can respond (see spoiler below) before anyone does anything to either the monster or to the party
Telepathy
Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn't need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can't initiate or terminate a telepathic conversation.
A telepathic monster doesn't need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can't initiate telepathic contact, and any current contact is terminated
Everyone roll initiatives
Monster's initiative 3
Corvin's initiative 20