"So we are assuming the door is trapped? With poison? Can we look for a trigger or a place the poison might come from? I don't see any darts in them, so the gas idea is a good one. Maybe we can disable timhe trap somehow. Anyone good at that?"
“I’d say it’s on the door. The trap might activate if you don’t disarm it properly; be careful. We could tie a rope to you, and if the gas triggers and knocks you out we can safely pull you out of the room and heal you if needed.”
Asmodai looks around the door for special mechanisms, and finds one, but in trying to disarm it triggers it! A fine powder (actually deadly spores) puffs down from a vent in the ceiling; he takes 8 damage (12 or better Con Save for half) and is poisoned (unless he makes that Con Save). On the bright side, the door should be disarmed now, so you can open it safely.
(OOC: sorry just saw this, was going to cast bless before we started disarming things but missed it)
Soar presses her hand on Asmodai's forehead and a wave of cooling, refreshing blue-green light flows from her into him. (She uses lay on hands for 3 hp.)
She turns to the door, angry for the first time many of you have seen her. She narrows her eyes toward the door and says, "whatever's behind there feels undead to me. And mean, because it just hurt one of my friends. And that's a dangerous place to be right now."
A shimmer passes over her as she raises her gaze to the ceiling of the dungeon, toward the sky (she casts [Tooltip Not Found] on herself). She walks to the door and pulls it open, saying, "I got this" over her shoulder.
As the door swings open she hoists her warhammer and shield and prepares to walk in, readying an action to melee attack and divine smite the meaniehead who's caused all this trouble and poisoned Asmodai. She does NOT want to miss another battle.
(I was meaning to keep the bulk for in-combat and post-combat revival but I suppose you're right that spending half of what I have to cleanse and obviate the need for more saves is better. Soar will do the full 5 to cleanse him of poison.)
This post has potentially manipulated dice roll results.
The torch lights up the tomb... And a ghoulish figure, standing with great-sword drawn. "Who dares enter the crypt of Gilliard Wolfclan?!" His coffin, empty of a body, lies behind him.
Several skeletons rise up from the floor and enter battle formation around their clan leader!
(Gilliard Wolfclan: 14) (Skazic the Elf: 22) (Blekh the Witchdoctor: 20)
This post has potentially manipulated dice roll results.
Not sure if Soar's readied actions before opening the door counted as surprise, so I'll do an attack and then initiative and then another attack just in case:
Attack against Gilliard: 18 Damage: 6 (if successful she will add smite into this: 8 radiant plus 5 against undead)
Initiative: 1
Attack against Gilliard: 12 Damage: 13 (if successful she will add smite into this: 11 radiant plus 8 against undead)
If she has surprise, she rushes to meet Gilliard and tries to smite him with her warhammer. If not, assuming she acts later, doesn't get the surprise attack, and will try to get to Gilliard but if not, will smite a skeleton between her and the barbarian king.
"So we are assuming the door is trapped? With poison? Can we look for a trigger or a place the poison might come from? I don't see any darts in them, so the gas idea is a good one. Maybe we can disable timhe trap somehow. Anyone good at that?"
"If I knew where the trap was, I could probably disarm it."
Dungeon Master - Balar's Tales from the Yawning Portal
Asmodai | Feral Tiefling - Rogue 2| AC 15 HP 15| Passive Perception: 10; Passive Investigation: 12; Passive Insight: 10| Equipped: Studded Leather Armor, Rapier, Short Bow, 2 Daggers, Backpack, Quiver and Boots of Elvenkind | Wielding: Rapier and Dagger sheathed, Shortbow slung over back
“I’d say it’s on the door. The trap might activate if you don’t disarm it properly; be careful. We could tie a rope to you, and if the gas triggers and knocks you out we can safely pull you out of the room and heal you if needed.”
Asmodai, will wait for the rope to be tied around him, the go to the door to disarm the trap.
Thieves' Tools: 9
Dungeon Master - Balar's Tales from the Yawning Portal
Asmodai | Feral Tiefling - Rogue 2| AC 15 HP 15| Passive Perception: 10; Passive Investigation: 12; Passive Insight: 10| Equipped: Studded Leather Armor, Rapier, Short Bow, 2 Daggers, Backpack, Quiver and Boots of Elvenkind | Wielding: Rapier and Dagger sheathed, Shortbow slung over back
Asmodai looks around the door for special mechanisms, and finds one, but in trying to disarm it triggers it! A fine powder (actually deadly spores) puffs down from a vent in the ceiling; he takes 8 damage (12 or better Con Save for half) and is poisoned (unless he makes that Con Save). On the bright side, the door should be disarmed now, so you can open it safely.
Con save: 6
If anyone can help heal me and/or get rid of the poison. I am really in bad condition.
Dungeon Master - Balar's Tales from the Yawning Portal
Asmodai | Feral Tiefling - Rogue 2| AC 15 HP 15| Passive Perception: 10; Passive Investigation: 12; Passive Insight: 10| Equipped: Studded Leather Armor, Rapier, Short Bow, 2 Daggers, Backpack, Quiver and Boots of Elvenkind | Wielding: Rapier and Dagger sheathed, Shortbow slung over back
(The spores are on the ground now, they're mostly harmless if you don't kick up too much dust.)
Kierro waits for the spores to dissapate before going in and casting Cure Wounds, healing 6. He then turns to Soar.
”Hey Soar, use the thing where you touch someone and it takes poison out of their system.”
(OOC: sorry just saw this, was going to cast bless before we started disarming things but missed it)
Soar presses her hand on Asmodai's forehead and a wave of cooling, refreshing blue-green light flows from her into him. (She uses lay on hands for 3 hp.)
She turns to the door, angry for the first time many of you have seen her. She narrows her eyes toward the door and says, "whatever's behind there feels undead to me. And mean, because it just hurt one of my friends. And that's a dangerous place to be right now."
A shimmer passes over her as she raises her gaze to the ceiling of the dungeon, toward the sky (she casts [Tooltip Not Found] on herself). She walks to the door and pulls it open, saying, "I got this" over her shoulder.
As the door swings open she hoists her warhammer and shield and prepares to walk in, readying an action to melee attack and divine smite the meaniehead who's caused all this trouble and poisoned Asmodai. She does NOT want to miss another battle.
(You can cure poison with 5 pts of lay on hands)
(I was meaning to keep the bulk for in-combat and post-combat revival but I suppose you're right that spending half of what I have to cleanse and obviate the need for more saves is better. Soar will do the full 5 to cleanse him of poison.)
Kiric pulls out a torch, lights it, then floats it into the room using Mage Hand.
The torch lights up the tomb... And a ghoulish figure, standing with great-sword drawn. "Who dares enter the crypt of Gilliard Wolfclan?!" His coffin, empty of a body, lies behind him.
Several skeletons rise up from the floor and enter battle formation around their clan leader!
(Gilliard Wolfclan: 14)
(Skazic the Elf: 22)
(Blekh the Witchdoctor: 20)
(Skeleton 1: 11)
(Skeleton 2: 6)
(Skeleton 3: 14)
(Skeleton 4: 13)
(Skeleton 5: 11)
(Kierro: 19)
(Kiric: 13)
(Soar: 8)
(Asmodai: 6)
(Dwaye: 5)
Initiative: 4
Asmodai will hide behind the doorframe and fire an arrow at Gilliard.
Stealth: 19
Attack with Advantage: 23
Normal attack: 6
Damage: 4 | Sneak Attack: 2
EDIT: Nice crits on both attacks!
Dungeon Master - Balar's Tales from the Yawning Portal
Asmodai | Feral Tiefling - Rogue 2| AC 15 HP 15| Passive Perception: 10; Passive Investigation: 12; Passive Insight: 10| Equipped: Studded Leather Armor, Rapier, Short Bow, 2 Daggers, Backpack, Quiver and Boots of Elvenkind | Wielding: Rapier and Dagger sheathed, Shortbow slung over back
(That's a 1 in 400 pair of rolls, nice! Go ahead and roll your crit bonus damage dice.)
Initiative: 18
(Are the mini skeletons clustered around Gillard?)
(They're roughly in the formation as the skulls on the map, three to one side two to the other.)
Kierro moves to the right side and casts Burning Hands, DC 13.
9 fire damage on failed dex save, half on success. Should hit the king and the 3 skeletons on the right.
Not sure if Soar's readied actions before opening the door counted as surprise, so I'll do an attack and then initiative and then another attack just in case:
Attack against Gilliard: 18 Damage: 6 (if successful she will add smite into this: 8 radiant plus 5 against undead)
Initiative: 1
Attack against Gilliard: 12 Damage: 13 (if successful she will add smite into this: 11 radiant plus 8 against undead)
If she has surprise, she rushes to meet Gilliard and tries to smite him with her warhammer. If not, assuming she acts later, doesn't get the surprise attack, and will try to get to Gilliard but if not, will smite a skeleton between her and the barbarian king.
Soar's readied action is parried by Gilliard the Ghoul's magic great-sword!