"And Ladies."Le'gal smirks at Talon, but her expression quickly turns grim. "Unless limited. Could be another. One like ours. Only more... focused. Could even be Sparklegem's group."She shrugs. "Either way, staying on guard is good. So is moving on. Corpses could be result of waning magic. As Nox hint. Not want be around if more to process."The bugbear follows after Nox back into the hall, but would move no further until either Grixx or Sigil decided to take point. "Back to dead end for now? Shepherd? Or Trap room?"
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
"Shepherd it is." Graxx says as he moves to the front. He will continue in the direction with shield up watching for threats.(UNLESS IT IS SOMEONE'S TURN TO MAKE A CALL)
(I'm back from my hiatus. I apologize, I had to sort things out in the aftermath of my trip)
Sigil moves up, standing side by side with Graxx, warding him with his mark. "Just remember, my friend, this shepherd has already proved hostile and extremely dangerous. It's best that we go together."
(OOC: Alright, looks like the group will be backtracking toward the shepherd. With Le’gal’s sketch, you should be able to get there without getting lost. Any preparations?)
(@all: When you realize that earlier tiers are like 'I hit with my stick!', midtiers 'Okay, 1st turn some in combat buffs, and then I hit it with my stick!, and the late tiers combat is like 'Right then! Let's see how many pre-combat buffs we can get away with before ANY fight even starts. Otherwise, we're probably doomed.)
As the group come close(loosely half an hour prior to entering the room) to their meeting with the shepherd and its flock, she softly sings a disturbingly jaunt little tune. Disturbing in that it came from a bugbear more known for clipped responses and dry attitude. Over time her words take on a strange quality as those whose forms were Intune with a language other then common could swear she sung it. Even her words changed to match the gruffness of dwarvish, the allure of aquan, or the whimsy of halfling to their respective races.
Minutes before then, she steps up to the front of the proverbial train long enough to intone a few short phrases in goblin to a platinum ring and offers it to Graxx. "Different bonding." She curtly expresses with cheeks a bit flushed. "Splits the load of pain. Of Injury. Maybe not get so knocked around this time. So long as decently close." Le'gal adds, gesturing to her own ring. Whether the gift is accepted or not, she moves back to the very tail of the group, meaning to cover the rear from any surprise assaults.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
The group starts to make their way back to the chamber where Le'gal's familiar had seen the 'shepherd.' The bugbear makes sure to buff her speaking abilities and offer Graxximus a special temporary bond. She also updates her sketch as they go, using the new additions to guide the group. The paladin leads the way, followed closely by Sigil. The rest of the group follows, with Talon and Fancy keeping an eye on the back of the line.
SKETCH UPDATE:
LEGEND:
10: Pool of water (fought elementals);
46: Sparklegem's treasure room;
02: Ooguay's battlefields;
36: Room with the one-way portal;
41: Dead drow warning;
Beyond room 41: What Fancy identified as a dead-end.
16: Room with 'shepherd';
Other numbered rooms: not yet visited, but you know of their existence due to Ooguay's map.
Eventually, the party arrives just outside the raised portcullis leading into the 'shepherd's' room. This chamber is 35 x 45 feet, with a high enough ceiling. There is a door on the far away corner, and another one on the wall to your left as you enter, just as Le'gal's sketch shows (room 16).
-> For those of you with darkvision (i.e. Charles, Le'gal, Sigil, Fancy, and Talon):
By the far wall, a cloaked humanoid figure sits mid-air, floating in the dark with its back facing you. Scattered across the room, 10 small quadrupedal creatures roam silently. They all seem shrouded in some type of fog, such that it is hard to tell what these creatures are exactly, though you can tell that they don't seem to have heads. The 'shepherd' is hovering above this fog.
Graxximus accepts the ring with a smile, "Thank you, Le'gal. I will remain close" He places it on his finger thankful for this group. Graxx will remain in front with Sigil and await further instructions.
Talon whispers, "I plan to follow Le'gal's advice and prepare better for this encounter. I need a moment to enhance my abilities to distract and hide and then we should break down the door quickly before the power dissipates " When/if the others agree, he prepares himself accordingly.
This post has potentially manipulated dice roll results.
(@All: If we are going into actions right outside the 'shepherd's' room, then I'll be rolling initiative as no one is unaware of the other party's presence.)
(@Laserwhit: I'm afraid this means Talon wouldn't be able to pull off a couple of quick spells without initiating combat. To be fair, I did give everyone a chance to pre-buff on the long walk to this chamber in this post. Instead of saying an outright 'no', I'll go with my usual happy medium approach and say that you react first, managing to cast your first spell just before we go into initiative, but the second one will have to wait. Please note that Talon is not getting a full turn before initiative, just a single action.)
Charles will quietly walk to CR-22 where he will cast Slow centered on CT-17 (on the top right corner of the square, if available). The "shepherd" and the top 5 "sheep" (totaling the six creatures) should all be within the 40ft cube range to make a DC 18 Wisdom Saving Throw.
The sheep immediately begin to move slower, but their master is unaffected.
The shepherd turns his neck slightly, just enough to catch a glimpse of Charles. Without warning, the halfling feels his mind being invaded. There is no further symptom of whatever this is for now, but the wizard is smart enough to know that this is probably a very bad thing... (OOC: that's right, no save, it just happens.)
Five of the sheep focus their attention on Charles. They too, seek to probe his mind.
-> Charles' INT saving throw {DC 12} (OOC: This is not a spell):
1st-save: 24+ 4 from paladin aura;
2nd-save: 14+ 4 from paladin aura;
3rd-save: 15+ 4 from paladin aura;
4th-save: 22+ 4 from paladin aura;
5th-save: 25+ 4 from paladin aura;
The next three, turn their attention to the large paladin standing right behind the halfling:
-> Graxximus' INT saving throw {DC 12}:
1st-save: 12;
2nd-save: 17;
3rd-save: 12;
The last two manage to get a glimpse of Sigil, right behind the paladin:
-> Sigil's INT saving throw {DC 12}:
1st-save: 24;
2nd-save: 11;
The mental power of these sheep is not enough to bother Charles, especially as he stands near to his blessed paladin friend. Graxximus and Sigil are not as lucky, each taking 18 psychic damage. Not only that, both warriors feel their faculties leaving them.
-> Graxximus and Sigil are both stunned and incapacitated, and their INT score is reduced to zero. As I ruled it before, I don't think a creature that is both stunned and incapacitated would be able to avoid collapsing to the ground, so I'll rule they are also prone.
Talon takes in the danger immediately and determines to make the most of the situation. He moves as close to the door as he can (OOC: @Lerus, the crowded hallway makes for interesting problems and I don't know how to assume his movement, is he forced to end his movement at CU, -22?) and opens his pouch and throws down 14 caltrops and uses his innate divine magic to animate them. They can fly so they are able to move into the room and begin attacking, they are commanded to attack the headless sheep and destroy them.
BONUS ACTION: command them to destroy the headless sheep. (They will continue this command until it is complete)
(OOC: @Lerus, I would assume they will attack the some of the nearest sheep and continue until it falls and then progress to the another sheep, I would also assume that I can't expect perfect action economy because some of the sheep are not close enough to be attacked and some of the objects will probably head towards a sheep that will fall before the object is able to use it's attack. Not sure how to rule on all of this so I will just show attacks from all the objects and let you determine which of the sheep are being attacked and which attacks are actually valid etc... You are the boss! :-) )
Is Nox just walking out of the room or is she going down the left path, where Fancy saw a dead end?
"Gentlemen these are bullets, we will need to be ready for such if we meet the fate of these drows."
Talon looks after Nox allowing Fancy to more ahead in whichever direction he (Nox) chooses.
Lot's of stuff ...
Out of the room just taking bit distance of the stench.
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
"And Ladies." Le'gal smirks at Talon, but her expression quickly turns grim. "Unless limited. Could be another. One like ours. Only more... focused. Could even be Sparklegem's group." She shrugs. "Either way, staying on guard is good. So is moving on. Corpses could be result of waning magic. As Nox hint. Not want be around if more to process." The bugbear follows after Nox back into the hall, but would move no further until either Grixx or Sigil decided to take point. "Back to dead end for now? Shepherd? Or Trap room?"
When you realize you're doing too much: Signature.
"Shepherd I think, anyone else have better ideas?"
Lot's of stuff ...
"Shepherd it is." Graxx says as he moves to the front. He will continue in the direction with shield up watching for threats.(UNLESS IT IS SOMEONE'S TURN TO MAKE A CALL)
Perception: 13
(I'm back from my hiatus. I apologize, I had to sort things out in the aftermath of my trip)
Sigil moves up, standing side by side with Graxx, warding him with his mark. "Just remember, my friend, this shepherd has already proved hostile and extremely dangerous. It's best that we go together."
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
(OOC: Alright, looks like the group will be backtracking toward the shepherd. With Le’gal’s sketch, you should be able to get there without getting lost. Any preparations?)
(@all: When you realize that earlier tiers are like 'I hit with my stick!', midtiers 'Okay, 1st turn some in combat buffs, and then I hit it with my stick!, and the late tiers combat is like 'Right then! Let's see how many pre-combat buffs we can get away with before ANY fight even starts. Otherwise, we're probably doomed.)
As the group come close(loosely half an hour prior to entering the room) to their meeting with the shepherd and its flock, she softly sings a disturbingly jaunt little tune. Disturbing in that it came from a bugbear more known for clipped responses and dry attitude. Over time her words take on a strange quality as those whose forms were Intune with a language other then common could swear she sung it. Even her words changed to match the gruffness of dwarvish, the allure of aquan, or the whimsy of halfling to their respective races.
Minutes before then, she steps up to the front of the proverbial train long enough to intone a few short phrases in goblin to a platinum ring and offers it to Graxx. "Different bonding." She curtly expresses with cheeks a bit flushed. "Splits the load of pain. Of Injury. Maybe not get so knocked around this time. So long as decently close." Le'gal adds, gesturing to her own ring. Whether the gift is accepted or not, she moves back to the very tail of the group, meaning to cover the rear from any surprise assaults.
When you realize you're doing too much: Signature.
(@Hydra: Welcome back!)
The group starts to make their way back to the chamber where Le'gal's familiar had seen the 'shepherd.' The bugbear makes sure to buff her speaking abilities and offer Graxximus a special temporary bond. She also updates her sketch as they go, using the new additions to guide the group. The paladin leads the way, followed closely by Sigil. The rest of the group follows, with Talon and Fancy keeping an eye on the back of the line.
SKETCH UPDATE:
LEGEND:
Eventually, the party arrives just outside the raised portcullis leading into the 'shepherd's' room. This chamber is 35 x 45 feet, with a high enough ceiling. There is a door on the far away corner, and another one on the wall to your left as you enter, just as Le'gal's sketch shows (room 16).
-> For those of you with darkvision (i.e. Charles, Le'gal, Sigil, Fancy, and Talon):
By the far wall, a cloaked humanoid figure sits mid-air, floating in the dark with its back facing you. Scattered across the room, 10 small quadrupedal creatures roam silently. They all seem shrouded in some type of fog, such that it is hard to tell what these creatures are exactly, though you can tell that they don't seem to have heads. The 'shepherd' is hovering above this fog.
Graxximus accepts the ring with a smile, "Thank you, Le'gal. I will remain close" He places it on his finger thankful for this group. Graxx will remain in front with Sigil and await further instructions.
Charles will reiterate whatever he sees to the other's without darkvision. "What's the plan?" he very quietly whispers.
Kandalou Dle'tan - Level 9 Githyanki Fighter (Champion) - Rrakkma PbP
Talon whispers, "I plan to follow Le'gal's advice and prepare better for this encounter. I need a moment to enhance my abilities to distract and hide and then we should break down the door quickly before the power dissipates " When/if the others agree, he prepares himself accordingly.
Two actions over the next 12 seconds.
ACTION #1: cast Mirror Image second level spell
ACTION #2: cast Blink third level spell
"Let's do this!"
Lot's of stuff ...
(@All: If we are going into actions right outside the 'shepherd's' room, then I'll be rolling initiative as no one is unaware of the other party's presence.)
(@Laserwhit: I'm afraid this means Talon wouldn't be able to pull off a couple of quick spells without initiating combat. To be fair, I did give everyone a chance to pre-buff on the long walk to this chamber in this post. Instead of saying an outright 'no', I'll go with my usual happy medium approach and say that you react first, managing to cast your first spell just before we go into initiative, but the second one will have to wait. Please note that Talon is not getting a full turn before initiative, just a single action.)ROLLING FOR INITIATIVE:
FOGGY PASTURE MAP:
NOTE: Please don't take any information from the tokens chosen to represent the shepherd and his flock. Those are just placeholders for now.
(Charles is up first.)
Charles will quietly walk to CR-22 where he will cast Slow centered on CT-17 (on the top right corner of the square, if available). The "shepherd" and the top 5 "sheep" (totaling the six creatures) should all be within the 40ft cube range to make a DC 18 Wisdom Saving Throw.
Kandalou Dle'tan - Level 9 Githyanki Fighter (Champion) - Rrakkma PbP
@lerus I changed my ward to Graxximus in the post earlier on this page. And thanks, it’s good to be back
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
Charles is the first venture into the room, albeit by no more than a few steps (CR-20). He manipulates time within a cubic subset of the room.
-> WIS saving throws vs. Slow {DC 18}:
The sheep immediately begin to move slower, but their master is unaffected.
The shepherd turns his neck slightly, just enough to catch a glimpse of Charles. Without warning, the halfling feels his mind being invaded. There is no further symptom of whatever this is for now, but the wizard is smart enough to know that this is probably a very bad thing... (OOC: that's right, no save, it just happens.)
Five of the sheep focus their attention on Charles. They too, seek to probe his mind.
-> Charles' INT saving throw {DC 12} (OOC: This is not a spell):
The next three, turn their attention to the large paladin standing right behind the halfling:
-> Graxximus' INT saving throw {DC 12}:
The last two manage to get a glimpse of Sigil, right behind the paladin:
-> Sigil's INT saving throw {DC 12}:
The mental power of these sheep is not enough to bother Charles, especially as he stands near to his blessed paladin friend. Graxximus and Sigil are not as lucky, each taking 18 psychic damage. Not only that, both warriors feel their faculties leaving them.
-> Graxximus and Sigil are both stunned and incapacitated, and their INT score is reduced to zero. As I ruled it before, I don't think a creature that is both stunned and incapacitated would be able to avoid collapsing to the ground, so I'll rule they are also prone.
DM's Screen:
(Talon is up next.)
Talon takes in the danger immediately and determines to make the most of the situation. He moves as close to the door as he can (OOC: @Lerus, the crowded hallway makes for interesting problems and I don't know how to assume his movement, is he forced to end his movement at CU, -22?) and opens his pouch and throws down 14 caltrops and uses his innate divine magic to animate them. They can fly so they are able to move into the room and begin attacking, they are commanded to attack the headless sheep and destroy them.
ACTION: cast Animate Objects level 7 slot for 14 objects.
BONUS ACTION: command them to destroy the headless sheep. (They will continue this command until it is complete)
(OOC: @Lerus, I would assume they will attack the some of the nearest sheep and continue until it falls and then progress to the another sheep, I would also assume that I can't expect perfect action economy because some of the sheep are not close enough to be attacked and some of the objects will probably head towards a sheep that will fall before the object is able to use it's attack. Not sure how to rule on all of this so I will just show attacks from all the objects and let you determine which of the sheep are being attacked and which attacks are actually valid etc... You are the boss! :-) )
#1 attack: Attack: 20 Damage: 9 --- #2 attack: Attack: 22 Damage: 6 --- #3 attack: Attack: 14 Damage: 7 --- #4 attack: Attack: 21 Damage: 7 --- #5 attack: Attack: 26 Damage: 8 --- #6 attack: Attack: 10 Damage: 6 --- #7 attack: Attack: 11 Damage: 5 --- #8 attack: Attack: 16 Damage: 6 --- #9 attack: Attack: 11 Damage: 5 --- #10 attack: Attack: 17 Damage: 5 --- #11 attack: Attack: 25 Damage: 5 --- #12 attack: Attack: 15 Damage: 8 --- #13 attack: Attack: 15 Damage: 7 --- #14 attack: Attack: 21 Damage: 8
Blink roll: 7 Talon disappears
Lot's of stuff ...