The dragonborn will look at the tile... then the statue... then the tile again... then the statue one more time... after thinking a moment he will crouch down and sniff the tile that he dropped the mirror on... the stand back up and lick his finger and hold it up in the air...
Smee's spell lights up the room! The tiles on the floor glow within 30ft of the party, the room is 60ft long and 40ft wide but the only real walking space is a 30ft channel in the center with the visible honeycomb pattern light up for the first 30ft by Smee's spell with conjuration and abjuration glyphs. There are statues too spread out along the left and right sides of the room. The left side, that was triggered was 15ft away from the party, now stands with an empty hand and a conjuration glyph illuminated. Each statue starts 15ft from the party (at the threshold) each glowing with a glyph for conjuration and abjuration on the right. Smee's spell also illuminates the tiles are in a honeycomb with a blank tile spread out in a disjointed pattern but there are a few Smee can spot without a glyph. Smee can only assume the type of the traps further on will correspond with the glyphs on those tiles as well to be triggered by whatever spell is housed within the vial that if triggered will smash on the tiles below it or trigger by the tile itself.
The fish folk then suddenly go to the wall and looking at one another touch the wall and begin to climb nimbly up the wall and away from the party. They move quickly 30ft then another 30ft before climbing down the far wall reaching the door. Both puzzle over it communicating wordlessly before the larger of the two reaches out opening the door without a problem and they both walk through closing the door behind them leaving the party to fend for themselves.
OOC: Ok how we're going to move without a map is everyone is going to move forward with an investigation check and then can move their full movement. If the investigation succeeds no trap but if you fail you will trigger the trap at the end of your movement. I will tell you ALL trap DCs are 13 but the saves will be different because of each trap is different!
(So is there a new vial to replace the broken one in the one statue?)
Golver would take a step backwards as the floor glows in front of him. "Yes... that... that was just what I thought! It is much easier to see them this way though.. good job confirming my findings Smee!" The dragonborn would say with a smile, giving the woman a slap on the shoulder. "The good news is that it smells much better now that those fish people are gone... " Golver would say as he snaps his fingers and the scent of freshly baked cookies fills his nostrils. The large golden dragonborn would stick close to Smee since he has no way to cast detect magic.
"Well, well. So let's see if we can work out what the deal is here, there is always something to discover, some way to see through a problem, no matter what." Caerlan is whispering to himself, and for the first time since any of the group have met him could be considered to be quiet as he ponders the room. "I think I have it, nothing ventured, nothing gained." as he scampers across the room.
Investigation 13
Rollback Post to RevisionRollBack
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
(Since Golver knows he has NO IDEA what is going on, with a 1 before and now a 4... he would try to stick close to others and follow their paths if they move and nothing bad happens... is there a roll for that?)
"I don't know about those two fish people. They don't seem nice." Necey follows behind her fellow short-folk. "You seem to know what you're doing here," she says as she nimbly bounds across the floor behind the gnome.
Investigation 21 (If adv for following a success, 19)
"Whew! That wasn't as bad as I though," she says clearly impressed with her performance.
Smee's hand is dispelled within 5ft of the statues. *You need to roll investigation like the party to move.*
Golver moves out 30ft into the center of the room and steps on a tile setting off snare DC13 to avoid being hoisted 3ft upside down in the air.
Caerlan and Necey being small it stature manage to move their 25ft forwards without incident but they precariously stand on a tile surrounded by carved glyphs. They surmise any other trap being set off could potential push them into the active tiles.
OOC: No advantage of following as I said in the PM. I will allow this one time sharing tiles because y'all are small but no more. Everyone walks their own path.
Everyone however who move now will have passed through stinking cloud again.
OOC: Everyone roll initiative to make this easier to mange please. Round one is your first move. Aura/Pertuie and Zenith/Nak make yours then will start initiative with stinking cloud reactions then another round.
Frustrated he cannot figure out a link between the glyphs and statues, the frustrated dragonborn will shout "Screw this" and take off across the tiles. Jumping and leaping and barrel rolling across the floor in a very dramatic fashion. Golver will pause a moment as the tile below him begins to glow and will attempt to cast ray of frost on one of the statues still holding their vial in the hope that it prevents it it from activating.
Golver dex save! 12 Golver initiative! 19
"Oh shiiii!" the dragonborn would shout as he is hoisted up into the air by his leg. His silver robe falling down over his head and arms exposing the naked dragonborn underneath. "Don't look at me!! They said to only weaagghghhHH!!!" the half naked dragonborn would yell before throwing up in a slow circle as he dangles from an invisible rope. "Only to wear the rrroooogghhhhhhhbbbbb!"
This post has potentially manipulated dice roll results.
Round 2 dex save to try to break out of snare 5 (Golver isn't going anywhere on his turn I guess...)
"Guys... there... there is vomit covering my robe... that is stuck to my face!.... you are all very lucky I tripped this trap for you! I can... I can only imagine what would have happened if someone else stepped on this tile" The dragonborn would say while upsidown half naked with puke dripping down from the outside of his robe that is hanging down over his face.
This post has potentially manipulated dice roll results.
Smee artfully dodges the snare but then watches as two party members trigger it.
Zenith proceeds moving 30ft and setting off another snare trap as well DEX save DC13 or be hoisted 3ft in the air upside down but you lose your turn in 'round two' to the stinking cloud.
Initiative round 2
Golver (failed save on stinking cloud as well as 3ft in the air)
Zenith (needs to save on snare trap; failed stinking cloud)
Caerlan failed investigation setting off mind spike WIZ save DC13 12 psychic dmg 1/2 on save.
Smee's spell lights up the room! The tiles on the floor glow within 30ft of the party, the room is 60ft long and 40ft wide but the only real walking space is a 30ft channel in the center with the visible honeycomb pattern light up for the first 30ft by Smee's spell with conjuration and abjuration glyphs. There are statues too spread out along the left and right sides of the room. The left side, that was triggered was 15ft away from the party, now stands with an empty hand and a conjuration glyph illuminated. Each statue starts 15ft from the party (at the threshold) each glowing with a glyph for conjuration and abjuration on the right. Smee's spell also illuminates the tiles are in a honeycomb with a blank tile spread out in a disjointed pattern but there are a few Smee can spot without a glyph. Smee can only assume the type of the traps further on will correspond with the glyphs on those tiles as well to be triggered by whatever spell is housed within the vial that if triggered will smash on the tiles below it or trigger by the tile itself.
I realized an edit didn't get posted hence why people kept trying for vials. Each statue has either a vial or an outstretched hand as if gesturing at the area it commands. So vials and triggered tiles! NOT just vials. My bad not looking earlier to sort it out!
Roll investigation Wreck since your looking for something specific!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
The dragonborn will look at the tile... then the statue... then the tile again... then the statue one more time... after thinking a moment he will crouch down and sniff the tile that he dropped the mirror on... the stand back up and lick his finger and hold it up in the air...
(golver investigation 1)
(Nailed it!)
Smee's spell lights up the room! The tiles on the floor glow within 30ft of the party, the room is 60ft long and 40ft wide but the only real walking space is a 30ft channel in the center with the visible honeycomb pattern light up for the first 30ft by Smee's spell with conjuration and abjuration glyphs. There are statues too spread out along the left and right sides of the room. The left side, that was triggered was 15ft away from the party, now stands with an empty hand and a conjuration glyph illuminated. Each statue starts 15ft from the party (at the threshold) each glowing with a glyph for conjuration and abjuration on the right. Smee's spell also illuminates the tiles are in a honeycomb with a blank tile spread out in a disjointed pattern but there are a few Smee can spot without a glyph. Smee can only assume the type of the traps further on will correspond with the glyphs on those tiles as well to be triggered by whatever spell is housed within the vial that if triggered will smash on the tiles below it or trigger by the tile itself.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
The fish folk then suddenly go to the wall and looking at one another touch the wall and begin to climb nimbly up the wall and away from the party. They move quickly 30ft then another 30ft before climbing down the far wall reaching the door. Both puzzle over it communicating wordlessly before the larger of the two reaches out opening the door without a problem and they both walk through closing the door behind them leaving the party to fend for themselves.
OOC: Ok how we're going to move without a map is everyone is going to move forward with an investigation check and then can move their full movement. If the investigation succeeds no trap but if you fail you will trigger the trap at the end of your movement. I will tell you ALL trap DCs are 13 but the saves will be different because of each trap is different!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
(So is there a new vial to replace the broken one in the one statue?)
Golver would take a step backwards as the floor glows in front of him. "Yes... that... that was just what I thought! It is much easier to see them this way though.. good job confirming my findings Smee!" The dragonborn would say with a smile, giving the woman a slap on the shoulder. "The good news is that it smells much better now that those fish people are gone... " Golver would say as he snaps his fingers and the scent of freshly baked cookies fills his nostrils. The large golden dragonborn would stick close to Smee since he has no way to cast detect magic.
(Golver investigation 4 and move?)
"Well, well. So let's see if we can work out what the deal is here, there is always something to discover, some way to see through a problem, no matter what." Caerlan is whispering to himself, and for the first time since any of the group have met him could be considered to be quiet as he ponders the room. "I think I have it, nothing ventured, nothing gained." as he scampers across the room.
Investigation 13
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
(Since Golver knows he has NO IDEA what is going on, with a 1 before and now a 4... he would try to stick close to others and follow their paths if they move and nothing bad happens... is there a roll for that?)
"I don't know about those two fish people. They don't seem nice." Necey follows behind her fellow short-folk. "You seem to know what you're doing here," she says as she nimbly bounds across the floor behind the gnome.
Investigation 21 (If adv for following a success, 19)
"Whew! That wasn't as bad as I though," she says clearly impressed with her performance.
Smee's hand is dispelled within 5ft of the statues. *You need to roll investigation like the party to move.*
Golver moves out 30ft into the center of the room and steps on a tile setting off snare DC13 to avoid being hoisted 3ft upside down in the air.
Caerlan and Necey being small it stature manage to move their 25ft forwards without incident but they precariously stand on a tile surrounded by carved glyphs. They surmise any other trap being set off could potential push them into the active tiles.
OOC: No advantage of following as I said in the PM. I will allow this one time sharing tiles because y'all are small but no more. Everyone walks their own path.
Everyone however who move now will have passed through stinking cloud again.
OOC: Everyone roll initiative to make this easier to mange please. Round one is your first move. Aura/Pertuie and Zenith/Nak make yours then will start initiative with stinking cloud reactions then another round.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Frustrated he cannot figure out a link between the glyphs and statues, the frustrated dragonborn will shout "Screw this" and take off across the tiles. Jumping and leaping and barrel rolling across the floor in a very dramatic fashion. Golver will pause a moment as the tile below him begins to glow and will attempt to cast ray of frost on one of the statues still holding their vial in the hope that it prevents it it from activating.
Golver dex save! 12
Golver initiative! 19
"Oh shiiii!" the dragonborn would shout as he is hoisted up into the air by his leg. His silver robe falling down over his head and arms exposing the naked dragonborn underneath. "Don't look at me!! They said to only weaagghghhHH!!!" the half naked dragonborn would yell before throwing up in a slow circle as he dangles from an invisible rope. "Only to wear the rrroooogghhhhhhhbbbbb!"
Caerlan initiative 16
Round 2 investigation 8
Lol
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
Round 2 dex save to try to break out of snare 5
(Golver isn't going anywhere on his turn I guess...)
"Guys... there... there is vomit covering my robe... that is stuck to my face!.... you are all very lucky I tripped this trap for you! I can... I can only imagine what would have happened if someone else stepped on this tile" The dragonborn would say while upsidown half naked with puke dripping down from the outside of his robe that is hanging down over his face.
Necey
Initiative 16
Round 2 ConSt vs Stinking Cloud 6
OOC: Con saves DC13 for stinking cloud Smee, Caerlan, Zenith, and Golver!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Con for Caerlan 14
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
Investigation: 2
Initiative: 18
Con Save: 7
Golver con save (I had kind of RP'ed like he failed it, forgot he could roll again :D 9.... yeah he failed it)
Aura's (Late) Initiative Roll: 4
Aura's First Investigation Check: 15
(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
Smee artfully dodges the snare but then watches as two party members trigger it.
Zenith proceeds moving 30ft and setting off another snare trap as well DEX save DC13 or be hoisted 3ft in the air upside down but you lose your turn in 'round two' to the stinking cloud.
Initiative round 2
Golver (failed save on stinking cloud as well as 3ft in the air)
Zenith (needs to save on snare trap; failed stinking cloud)
Caerlan failed investigation setting off mind spike WIZ save DC13 12 psychic dmg 1/2 on save.
Necey is up!
Smee on deck!
Aura has moved 30ft and triggered nothing.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
I realized an edit didn't get posted hence why people kept trying for vials. Each statue has either a vial or an outstretched hand as if gesturing at the area it commands. So vials and triggered tiles! NOT just vials. My bad not looking earlier to sort it out!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.