A'ro just looks at his companions "I say we just go down, honestly we need to get this over with - it's not going to matter if we miss getting back to the ship."
"Beggin' your pardon Mas... A'ro, but Vaken, Virt, and Orlys seem to be of the belief that it's safer to fight from the high ground, and I'm inclined to agree, I'll tie my rope off to this stone anchor, and see if I can bait the beast into climbing the icy slope. If the rest of you'd be so kind as to pull me up if it looks like I'm in trouble... well, I'd appreciate that quite a lot." 'Kay says, her orange eyes narrow with determination. She sticks out her tongue as she concentrates, looping her rope and tying the only knot she knows (a square knot) into the rope, testing it with her full weight leaning back before attempting to descend.'
Orlys will cluck and retie the knot as a bowline. "That knot'll undo on ye. This un is what ye use to pull a man out the water, or to put 'im in. See? The rabbit comes out of the hole, rond the tree, then back in..."
Then he will hold on to the end of the rope nearest the anchor, ready to haul her back up.
"Beggin' your pardon Mas... A'ro, but Vaken, Virt, and Orlys seem to be of the belief that it's safer to fight from the high ground, and I'm inclined to agree, I'll tie my rope off to this stone anchor, and see if I can bait the beast into climbing the icy slope. If the rest of you'd be so kind as to pull me up if it looks like I'm in trouble... well, I'd appreciate that quite a lot." 'Kay says, her orange eyes narrow with determination. She sticks out her tongue as she concentrates, looping her rope and tying the only knot she knows (a square knot) into the rope, testing it with her full weight leaning back before attempting to descend.'
'Leaning out over the steep, though not vertical decline, Kay begins her descent, the anchor rope and the supporting presence of the sturdy bugbear offering some comfort on the otherwise difficult and trecherous climb down. Kay's attempt to be silent in her descent adds a level of difficulty to the climb that both slows her movements and requires her full attention. Almost slipping several times, the usually sure-footed rogue is fairly certain that she is only saved an ignominious and painful fall by her thick climbing gloves and spiked shoes. Half expecting something to leap out and snare her at any given moment, the brave sailor safely reaches the bottom of the sharp icy slope, her breath almost freezing in her throat at the intensifying cold, barely escaping her lips to form small clouds of condensed frost-mist. Kay's distance from the lantern above seems exagerated from the bottom of the slope, further distorted by the ice's reflection of the warm purplish glow from the nearby crystaline cactus-shaped object.'
[OOC] Kay descends diagonally downwards 25' of movement (appears as 3 square or 15' of distance on the map) and is now 25' from and 25' below the rest of the party on square 6/7. Climbing down the difficult terrain, the 25' of movement counted as 75' of movement and took Kay 3 rounds to descend. A'ro, Vaken and Virt all move forward 5'-10' to watch Kay's descent.
"While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check."
Anyone watching Kay descend may make an insight check and read the below spoiler with a score of 10 or more:
DC10:
'Watching the usually nimble Kay struggle with the difficult climb down, you are struck by how much harder the climb would likely have been if not for the sail monkey's new climber's kit.'
At the bottom of the slope and at the base of the stony pillar, Kay may make another perception check as she looks around, reading the below spoiler on a score of 10 or more:
DC 10:
'Standing amidst the cold stone at the base of the towering pillar of displaced earth and rock, you feel the discordant warmth emnating from nearby crystaline structure, which casts a glittering violet glare across the icy ground and an adjacent mass of the tangled silver webbing. A similar purple glow seems to emerge from around the SE side of the pillar. Barely three feet from you, you see a crescent moon-shaped battleaxe embedded in the frozen ground, while an identical weapon lies snapped in half beside it. Hundreds of bleach white bones are scattered about the area encased in the two-three inch layer of ice that coats everything around you.'
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
This post has potentially manipulated dice roll results.
'Kay barely stops herself from shouting out as she nearly slips and falls during her descent. She looks around and her eyes immediately focus on the battle axe. She takes the whole battle axe and hefts it in her left hand. So heavy... how does anyone fight with a weapon like this? She tucks the axe into her belt and she takes a moment to examine the broken one. She moves around toward the glowing crystal to the south of the stone pillar, doing her best to stay light on her feet so as not to crunch any bones as she steps through and around them.'
'Kay barely stops herself from shouting out as she nearly slips and falls during her descent. She looks around and her eyes immediately focus on the battle axe. She takes the whole battle axe and hefts it in her left hand. So heavy... how does anyone fight with a weapon like this? She tucks the axe into her belt and she takes a moment to examine the broken one. She moves around toward the glowing crystal to the south of the stone pillar, doing her best to stay light on her feet so as not to crunch any bones as she steps through and around them.'
[ooc : going to burn my last lucky point on that nat 1 stealth -.-]
lucky : 25
'Kay feels the biting cold from the handle of the intact battleaxe even through her thick climbing gloves, and is all but certain the touch of it would freeze-burn her skin were it to make contact. The weapon's head is somewhat notched, as though from much use, and a shrunken animal's skull is attached to the handle via a leather thong. Examining the broken sister weapon, Kay sees that the detached blade is likewise worn and the broken haft appears marked with dozens of short, deep scratches, as though the owner had notched the wood for some reason. The ice-covered hard wood of the broken axe handle appears to have been violently severed and snapped in half.
Deftly stepping around the sides of the rocky pillar, which Kay notices is sparsely covered in the silvery webs to a far lesser extent that the cavern ceiling high above. Kay almost skates across the slick icy ground into one of the strange, warmly glowing purple crystals, arresting her slide only through fast reflex and dexterous reaction. Set close to the base of the massive rock pillar, the bottom half of the crystaline tree is covered in rubble. Now beneath the cold, dark shadow of the pillar, almost beyond sight of the navigator's dampened lantern light, Kay stands solely within the purplish otherwordly glow, it's orchid and violet hues bathing the intrepid young woman a warm wash of unnerving illumination that makes it hard for the young rogue to make out any real detail. Barely visible, Kay does however catch sight of more silver webbing in the cavern's unlit far Southeastern corner, catching again the faint rattle of something, movement perhaps, that seems to come from amidst the tangled strands and shadow.'
[OOC] As Kay steps around the pillar, everyone who fails a perception check DC 15 loses sight of Kay.
I used the Dex check provided for a dexterity save, meaning Kay did not slip and fall on the dangerously slippery ice around each of the purple crystals. Kay clearly perceives this danger now.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
This post has potentially manipulated dice roll results.
For a split second A'ro closes his eyes and then as he opens them he realizes that he has lost sight of Kay. He just looks at the party and in a hushed tone "Can anyone see her?"
'A'ro waits with baited breath to offer mystical aid, hand outstretched as the cold almost hostile air of the cavern dances around his fingers. Watching each of her precarious hand and foot movements closely, the genasi lets out an imperceptible sigh when the sail monkey reaches the cavern floor safely.'
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
Orlys blinks and peers into the gloom. "I have lost sight of her," he growls low. "Someone say if'n I should haul on her rope."
'Holding the rope in hand as he vainly scans the confusingly lit chamber below for any sign of the brave sail monkey, Orlys notices the lead rope rising on an angle as the person tied to its end presumably moves deeper into the cavern. The increasing angle and taughtness of the line is such that the rope-savvy bugbear realises that there cannot be much more slack to give.'
[OOC] With the rope, hempen (50 feet) tied to the tunnel's North wall between 9/3 & 9/4 and 5' of rope used to secure and tie it, Kay only has 5' more of movement before she comes to the end of line... so to speak. Orlys can tell this from his experience tying knots and otherwise playing with rope :)
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
'Kay takes a moment to rummage through her pack, finding a hammer that would be used to drive pitons into stone for climbing, part of the explorer's kit that she had acquired prior to running away from Fireshear. She walks toward the nearest web, striking it with her hammer with the hopes of attracting some attention.'
Vaken starts to fidget once he loses sight of Kay. Then he realizes that his Shillelagh has worn off his staff so he recasts it. His staff takes on the same matte grey cast as last time, becoming cool to the touch again.
The goliath then pulls a torch from his pack and starts to cast Druidcraft repeatedly, lighting the torch and then snuffing it out then doing it all over again.
While staring at the torch he says to no one in particular,"Sorry, when I worry I start to fidget. Usually this helps me calm down but it's not working this time."
'Kay takes a moment to rummage through her pack, finding a hammer that would be used to drive pitons into stone for climbing, part of the explorer's kit that she had acquired prior to running away from Fireshear. She walks toward the nearest web, striking it with her hammer with the hopes of attracting some attention.'
move : 5' to 3/7
'As the hammer blow strikes the pillar and chips away the end of a piece of the icy metalic webbing, a loud *CHINK-CHINk-CHInk-CHink-Chink-chink..* sound echos around the eerily silent cavern... before a cognitively defeaning wave of *WHISPERSWHISPERSWHISPERSWHISPERSWHISPERS* rises suddenly across the chamber, slamming into Kay, Orlys and Vaken's minds with the force of tsunami. Almost tangible visions of horror swirl across the consciousness of each, a vortex of death and dispair that threatens to shatter wills and chain spirits.
Further from the audible and mental onslaught, though witness to its effects upon their companions, A'ro, Kestrell and Virt are still forced to cover their ears and shake their heads to deny the fell compulsion, though the three seem far enough removed from its source to suffer no further debilitating consequence.'
[OOC] Everyone make initiative rolls please. :D
Kay, Orlys and Vaken need to make wisdom saving throws DC 11 or be stunned, unable to move, speak or act as their minds are lost within a recalled nightmare of their own deepest fears. The effect lasts for 3 rounds or until the victim makes a successful wisdom saving throw vs DC 11. Victims may make a new saving throw at the startof each round.
Everyone who makes their wisdom save or doesn't have to save may make a perception check DC 10, though Kay, Orlys and Vaken will need to do so with disadvantage due to the lingering ache of the mental assault they were just subjected to.
Those who get a perception score of 10 or more may read the spoiler below:
'Despite the assault upon your ears and mind, you retain enough awareness to keep your eyes open... open enough to spot the form of a massive blizzard white arachnid covered in glowing blue sigils hurtle up the spray of webbing atop the pillar, hitting the ceiling in a rush before scuttling out towards the gathered companions atop the decline at the cavern's edge. The frighteningly large spiderfey's bent rapier-like fangs secret a white syruping venom and its eight inscrutable white orbs blaze with a malevolent intelligence. Above the din of the fell *whispering* you discern a single primal concept, imparted to you through means you don't fully understand - *"PREY"*'
Current Initiative Order:
Spiderfey 8
Vaken 21 stunned
Orlys 19 stunned
Kestrell 9 Spiderfey 8
Virt 6
Kay 6 stunned A'ro 5
RND1: Kestrell is up, then the spiderfey, then Virt, then A'ro.
Stunned PCs can make their round 2 saves in chat now instead of waiting. PCs who failed their perception checks to spot the spiderfey can use an action to make another perception checks on their turn to spot it. If a prior acting PC who succeeds on their perception calls out a warning (free action), other PCs will have advantage on their following perception checks to spot the creature.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
The giant bugbear howls and clutches his head, crouching down into as small a ball as he can make, dropping the end of the rope he was holding and rocking.
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
"Hey mama spider-fey, you picked a bad day to play, perhaps you should run away!"
'And will use his last Bardic Inspiration to inspire Vaken:'
"Hail cook! Let's take a look, we will slay this spider and find that book!"
[OOC]: Vaken gets 1d6 to use on n ability check, attack roll or saving throw in the next 10 minutes. Can be added after seeing the roll, but before knowing the outcome.
[OOC]: Spider must make a wisdom saving throw of 14 or take 2 psychic damage and have disadvantage on it's next attack roll.
"Hey mama spider-fey, you picked a bad day to play, perhaps you should run away!"
'And will use his last Bardic Inspiration to inspire Vaken:'
"Hail cook! Let's take a look, we will slay this spider and find that book!"
[OOC]: Vaken gets 1d6 to use on n ability check, attack roll or saving throw in the next 10 minutes. Can be added after seeing the roll, but before knowing the outcome.
[OOC]: Spider must make a wisdom saving throw of 14 or take 1 psychic damage and have disadvantage on it's next attack roll.
'Despite the sudden assault upon his own senses, the distorted light within the chamber, the frighteningly fast movements of the giant arachnid and his concern at seeing his goliath companion and the rope holding bugbear struck senseless by some fell force, the ever confident, sharp-eyed Kes spots the threat and holds his nerve, lashing out with quick wit and bardic magic. The assault barely gives the spider pause, though it's glowing white eyes seem to fixate upon the bard as it scuttles over the crouched and unresponsive forms of his allies towards him, venom dripping fangs extended. The poised navigators dodge to the side coupled with the fey arachnid's confused reaction to Kestrell's magic is enough to keep it's horrid bite from connecting.
Virt cries out at the spidergey's ferocity, the artificer throwing his hammer wielding hand out along with something tiny and yellow as he utters an arcane word, fingers twisting. Suddenly a spray of something oily and acrid sprays from his hammer-head, coating the spider and webs above. The monstrous arachnid hesitates for only a second before coming on fearlessly only to somehow lose it's footing and purchase on the ceiling, toppling onto the stunnedOrlys and Vaken in a mad tangle knocking both men from the ledge even as Kestrell reaches out and the spiderfey itself slides over the ledge to fall to the cavern floor below.'
[OOC] RND1: Feyspider's wisdom save: 2
Spiderfey's bite attack vs Kes with disadvantage: Attack: 12 Damage: Unable to parse dice roll. - miss.
Spiderfey's takes 2 psychic damag5e from Kestrell.
Spiderfey's save vs Virts grease spell DC13: 22 - fail.
Spiderfey's dexterity save to keep from falling down the incline (with disadvantage due to grease) vs DC13: 12
Spiderfey fall damage: 5
Due to the spiderfey falling into them, Orlys and Vaken must make dexterity checks DC13 or fall to the cavern floor, taking 2d6 bludgeoning damage and lying prone at 6/6 or 7/6.
Proxy dexterity save for Vaken: 15 - fail. Vaken falls prone to 7/6 taking 6 bludgeoning damage, but will use Stones Endurance to reduce the damage by 5. Vaken takes 0 damage.
Spiderfey is prone in squares 6/6,7/6,6/7,7/7 adjacent to the stunned Kay.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
A'ro just blinks as he hears Kay's scream and he begins to create the motions to cast levitate on himself. At the last minute upon seeing the white arachnid's blue sigils slip and fall next to Kay, the gust that was forming around him pushes out in a wave towards the spider as he instinctively redirects the spells effects towards the spider, hoping that it will buy some time for his companions to better act by busying the spider with floating through the air against it's will. His mind racing hoping that it works 'Can't let her or any of them die' runs through his head as he hopes the spell takes effect.
"I'll try an buy us some time mates - hopefully this works on that thing." he says nodding to the creature.
A'ro just looks at his companions "I say we just go down, honestly we need to get this over with - it's not going to matter if we miss getting back to the ship."
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
"Beggin' your pardon Mas... A'ro, but Vaken, Virt, and Orlys seem to be of the belief that it's safer to fight from the high ground, and I'm inclined to agree, I'll tie my rope off to this stone anchor, and see if I can bait the beast into climbing the icy slope. If the rest of you'd be so kind as to pull me up if it looks like I'm in trouble... well, I'd appreciate that quite a lot." 'Kay says, her orange eyes narrow with determination. She sticks out her tongue as she concentrates, looping her rope and tying the only knot she knows (a square knot) into the rope, testing it with her full weight leaning back before attempting to descend.'
athletics : 11
stealth : 12
perception : 7
~♡~
Orlys will cluck and retie the knot as a bowline. "That knot'll undo on ye. This un is what ye use to pull a man out the water, or to put 'im in. See? The rabbit comes out of the hole, rond the tree, then back in..."
Then he will hold on to the end of the rope nearest the anchor, ready to haul her back up.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
'Leaning out over the steep, though not vertical decline, Kay begins her descent, the anchor rope and the supporting presence of the sturdy bugbear offering some comfort on the otherwise difficult and trecherous climb down. Kay's attempt to be silent in her descent adds a level of difficulty to the climb that both slows her movements and requires her full attention. Almost slipping several times, the usually sure-footed rogue is fairly certain that she is only saved an ignominious and painful fall by her thick climbing gloves and spiked shoes. Half expecting something to leap out and snare her at any given moment, the brave sailor safely reaches the bottom of the sharp icy slope, her breath almost freezing in her throat at the intensifying cold, barely escaping her lips to form small clouds of condensed frost-mist. Kay's distance from the lantern above seems exagerated from the bottom of the slope, further distorted by the ice's reflection of the warm purplish glow from the nearby crystaline cactus-shaped object.'
[OOC] Kay descends diagonally downwards 25' of movement (appears as 3 square or 15' of distance on the map) and is now 25' from and 25' below the rest of the party on square 6/7. Climbing down the difficult terrain, the 25' of movement counted as 75' of movement and took Kay 3 rounds to descend. A'ro, Vaken and Virt all move forward 5'-10' to watch Kay's descent.
"While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check."
Anyone watching Kay descend may make an insight check and read the below spoiler with a score of 10 or more:
DC10:
'Watching the usually nimble Kay struggle with the difficult climb down, you are struck by how much harder the climb would likely have been if not for the sail monkey's new climber's kit.'
At the bottom of the slope and at the base of the stony pillar, Kay may make another perception check as she looks around, reading the below spoiler on a score of 10 or more:
DC 10:
'Standing amidst the cold stone at the base of the towering pillar of displaced earth and rock, you feel the discordant warmth emnating from nearby crystaline structure, which casts a glittering violet glare across the icy ground and an adjacent mass of the tangled silver webbing. A similar purple glow seems to emerge from around the SE side of the pillar. Barely three feet from you, you see a crescent moon-shaped battleaxe embedded in the frozen ground, while an identical weapon lies snapped in half beside it. Hundreds of bleach white bones are scattered about the area encased in the two-three inch layer of ice that coats everything around you.'
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
'Kay barely stops herself from shouting out as she nearly slips and falls during her descent. She looks around and her eyes immediately focus on the battle axe. She takes the whole battle axe and hefts it in her left hand. So heavy... how does anyone fight with a weapon like this? She tucks the axe into her belt and she takes a moment to examine the broken one. She moves around toward the glowing crystal to the south of the stone pillar, doing her best to stay light on her feet so as not to crunch any bones as she steps through and around them.'
perception : 20 [ooc: from PM thread]
[ooc : Kay moves to 4/9 to get a better look at the warm glowing crystals, some rolls]
stealth : 20investigation : 21
perception : 3
dexterity : 22
[ooc : going to burn my last lucky point on that nat 1 stealth -.-]
lucky : 20
~♡~
A'ro just watches Kay descend, afraid that she may slip or fall he just waits preparing his inner ability to control the wind.
[OOC] Insight Check: 9
If Kay falls he will cast levitate on her
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
'Kay feels the biting cold from the handle of the intact battleaxe even through her thick climbing gloves, and is all but certain the touch of it would freeze-burn her skin were it to make contact. The weapon's head is somewhat notched, as though from much use, and a shrunken animal's skull is attached to the handle via a leather thong. Examining the broken sister weapon, Kay sees that the detached blade is likewise worn and the broken haft appears marked with dozens of short, deep scratches, as though the owner had notched the wood for some reason. The ice-covered hard wood of the broken axe handle appears to have been violently severed and snapped in half.
Deftly stepping around the sides of the rocky pillar, which Kay notices is sparsely covered in the silvery webs to a far lesser extent that the cavern ceiling high above. Kay almost skates across the slick icy ground into one of the strange, warmly glowing purple crystals, arresting her slide only through fast reflex and dexterous reaction. Set close to the base of the massive rock pillar, the bottom half of the crystaline tree is covered in rubble. Now beneath the cold, dark shadow of the pillar, almost beyond sight of the navigator's dampened lantern light, Kay stands solely within the purplish otherwordly glow, it's orchid and violet hues bathing the intrepid young woman a warm wash of unnerving illumination that makes it hard for the young rogue to make out any real detail. Barely visible, Kay does however catch sight of more silver webbing in the cavern's unlit far Southeastern corner, catching again the faint rattle of something, movement perhaps, that seems to come from amidst the tangled strands and shadow.'
[OOC] As Kay steps around the pillar, everyone who fails a perception check DC 15 loses sight of Kay.
I used the Dex check provided for a dexterity save, meaning Kay did not slip and fall on the dangerously slippery ice around each of the purple crystals. Kay clearly perceives this danger now.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
For a split second A'ro closes his eyes and then as he opens them he realizes that he has lost sight of Kay. He just looks at the party and in a hushed tone "Can anyone see her?"
[OOC] perception check: 4
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
'A'ro waits with baited breath to offer mystical aid, hand outstretched as the cold almost hostile air of the cavern dances around his fingers. Watching each of her precarious hand and foot movements closely, the genasi lets out an imperceptible sigh when the sail monkey reaches the cavern floor safely.'
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
Orlys blinks and peers into the gloom. "I have lost sight of her," he growls low. "Someone say if'n I should haul on her rope."
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
'Holding the rope in hand as he vainly scans the confusingly lit chamber below for any sign of the brave sail monkey, Orlys notices the lead rope rising on an angle as the person tied to its end presumably moves deeper into the cavern. The increasing angle and taughtness of the line is such that the rope-savvy bugbear realises that there cannot be much more slack to give.'
[OOC] With the rope, hempen (50 feet) tied to the tunnel's North wall between 9/3 & 9/4 and 5' of rope used to secure and tie it, Kay only has 5' more of movement before she comes to the end of line... so to speak. Orlys can tell this from his experience tying knots and otherwise playing with rope :)
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
'Kay takes a moment to rummage through her pack, finding a hammer that would be used to drive pitons into stone for climbing, part of the explorer's kit that she had acquired prior to running away from Fireshear. She walks toward the nearest web, striking it with her hammer with the hopes of attracting some attention.'
move : 5' to 3/7
~♡~
"Yeah, I can still see her. Listen, she's banging away on something with a hammer. Good thing she found that climbers kit, what a slippery slope!"
"What do you think these purple things are?"
"I can't see her, or hear her any more for that matter. Get ready to pull her back."
Vaken starts to fidget once he loses sight of Kay. Then he realizes that his Shillelagh has worn off his staff so he recasts it. His staff takes on the same matte grey cast as last time, becoming cool to the touch again.
The goliath then pulls a torch from his pack and starts to cast Druidcraft repeatedly, lighting the torch and then snuffing it out then doing it all over again.
While staring at the torch he says to no one in particular, "Sorry, when I worry I start to fidget. Usually this helps me calm down but it's not working this time."
Campaigns:
DM - Waterdeep Dragon Heist PbP
'As the hammer blow strikes the pillar and chips away the end of a piece of the icy metalic webbing, a loud *CHINK-CHINk-CHInk-CHink-Chink-chink..* sound echos around the eerily silent cavern... before a cognitively defeaning wave of *WHISPERSWHISPERSWHISPERSWHISPERSWHISPERS* rises suddenly across the chamber, slamming into Kay, Orlys and Vaken's minds with the force of tsunami. Almost tangible visions of horror swirl across the consciousness of each, a vortex of death and dispair that threatens to shatter wills and chain spirits.
Further from the audible and mental onslaught, though witness to its effects upon their companions, A'ro, Kestrell and Virt are still forced to cover their ears and shake their heads to deny the fell compulsion, though the three seem far enough removed from its source to suffer no further debilitating consequence.'
[OOC] Everyone make initiative rolls please. :D
Kay, Orlys and Vaken need to make wisdom saving throws DC 11 or be stunned, unable to move, speak or act as their minds are lost within a recalled nightmare of their own deepest fears. The effect lasts for 3 rounds or until the victim makes a successful wisdom saving throw vs DC 11. Victims may make a new saving throw at the start of each round.
Everyone who makes their wisdom save or doesn't have to save may make a perception check DC 10, though Kay, Orlys and Vaken will need to do so with disadvantage due to the lingering ache of the mental assault they were just subjected to.
Those who get a perception score of 10 or more may read the spoiler below:
'Despite the assault upon your ears and mind, you retain enough awareness to keep your eyes open... open enough to spot the form of a massive blizzard white arachnid covered in glowing blue sigils hurtle up the spray of webbing atop the pillar, hitting the ceiling in a rush before scuttling out towards the gathered companions atop the decline at the cavern's edge. The frighteningly large spiderfey's bent rapier-like fangs secret a white syruping venom and its eight inscrutable white orbs blaze with a malevolent intelligence. Above the din of the fell *whispering* you discern a single primal concept, imparted to you through means you don't fully understand - *"PREY"*'
Current Initiative Order:
Spiderfey 8
Vaken 21 stunned
Orlys 19 stunned
Kestrell 9
Spiderfey 8
Virt 6
Kay 6 stunned
A'ro 5
RND1: Kestrell is up, then the spiderfey, then Virt, then A'ro.
Stunned PCs can make their round 2 saves in chat now instead of waiting. PCs who failed their perception checks to spot the spiderfey can use an action to make another perception checks on their turn to spot it. If a prior acting PC who succeeds on their perception calls out a warning (free action), other PCs will have advantage on their following perception checks to spot the creature.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
The giant bugbear howls and clutches his head, crouching down into as small a ball as he can make, dropping the end of the rope he was holding and rocking.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
'Kay drops her hammer and shrivels into a ball on the floor her blood-curdling scream echoing throughout the chamber.'
[ooc : rolls pulled from PM thread]
initiative : 6
wisdom : 4
perception : 8
~♡~
"Quick, pull her out of there! What are you doing?!? There is a giant white spider on the ceiling right there!"
'Kestrell will cast Vicious Mockery at the spiderfey:'
"Hey mama spider-fey, you picked a bad day to play, perhaps you should run away!"
'And will use his last Bardic Inspiration to inspire Vaken:'
"Hail cook! Let's take a look, we will slay this spider and find that book!"
[OOC]: Vaken gets 1d6 to use on n ability check, attack roll or saving throw in the next 10 minutes. Can be added after seeing the roll, but before knowing the outcome.
[OOC]: Spider must make a wisdom saving throw of 14 or take 2 psychic damage and have disadvantage on it's next attack roll.
'Despite the sudden assault upon his own senses, the distorted light within the chamber, the frighteningly fast movements of the giant arachnid and his concern at seeing his goliath companion and the rope holding bugbear struck senseless by some fell force, the ever confident, sharp-eyed Kes spots the threat and holds his nerve, lashing out with quick wit and bardic magic. The assault barely gives the spider pause, though it's glowing white eyes seem to fixate upon the bard as it scuttles over the crouched and unresponsive forms of his allies towards him, venom dripping fangs extended. The poised navigators dodge to the side coupled with the fey arachnid's confused reaction to Kestrell's magic is enough to keep it's horrid bite from connecting.
Virt cries out at the spidergey's ferocity, the artificer throwing his hammer wielding hand out along with something tiny and yellow as he utters an arcane word, fingers twisting. Suddenly a spray of something oily and acrid sprays from his hammer-head, coating the spider and webs above. The monstrous arachnid hesitates for only a second before coming on fearlessly only to somehow lose it's footing and purchase on the ceiling, toppling onto the stunned Orlys and Vaken in a mad tangle knocking both men from the ledge even as Kestrell reaches out and the spiderfey itself slides over the ledge to fall to the cavern floor below.'
[OOC] RND1: Feyspider's wisdom save: 2
Spiderfey's bite attack vs Kes with disadvantage: Attack: 12 Damage: Unable to parse dice roll. - miss.
Spiderfey's takes 2 psychic damag5e from Kestrell.
Spiderfey's save vs Virts grease spell DC13: 22 - fail.
Spiderfey's dexterity save to keep from falling down the incline (with disadvantage due to grease) vs DC13: 12
Spiderfey fall damage: 5
Due to the spiderfey falling into them, Orlys and Vaken must make dexterity checks DC13 or fall to the cavern floor, taking 2d6 bludgeoning damage and lying prone at 6/6 or 7/6.
Proxy dexterity save for Vaken: 15 - fail. Vaken falls prone to 7/6 taking 6 bludgeoning damage, but will use Stones Endurance to reduce the damage by 5. Vaken takes 0 damage.
Spiderfey is prone in squares 6/6,7/6,6/7,7/7 adjacent to the stunned Kay.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
A'ro just blinks as he hears Kay's scream and he begins to create the motions to cast levitate on himself. At the last minute upon seeing the white arachnid's blue sigils slip and fall next to Kay, the gust that was forming around him pushes out in a wave towards the spider as he instinctively redirects the spells effects towards the spider, hoping that it will buy some time for his companions to better act by busying the spider with floating through the air against it's will. His mind racing hoping that it works 'Can't let her or any of them die' runs through his head as he hopes the spell takes effect.
"I'll try an buy us some time mates - hopefully this works on that thing." he says nodding to the creature.
[OOC]
perception check: 15
A'ro cast levitate on the spiderfey Con Save 13 or it starts floating in the air.
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9