Tssszt. Lightning flashes in the water and the creature takes the full damage.
Bazavur can see - his eyes are frozen open. I assume his lungs still work and move and he needs to breath, and he can't close his mouth. I imagine that he will start to drown within a round or two, if he can't get out of the water or become unparalyzed.
Soar heals 6hp from her hexblade's curse when C2 dies.
"Bazavur!"she says.
If she can run across the solid water out into the pool, she will. If not, she will move on land to the closest spot to where she can see Bazavur. In either spot, she will fire eldritch blast at the thing holding Bazavur.
Two solid blasts, and Soar has killed the last remaining creature. Bazavur, however, remains as motionless as a statue, and under the weight of the many weapons he's carrying, starts to sink to the bottom of the pool. I think with everyone helping you won't have any trouble getting him out within three rounds (i.e. before he drowns). Bazavur will at some point make his saving throw and stop being paralysed, but feel free to roll if you like, to see how long it takes. It's a CON save, DC13.
Combat is over, and you are out of initiative.
With much of the water cleared by Tobin's magic plus the light from the sunblade, Soar would be able to see quite easily that the bottom of the pool is dotted with a variety of items - potions, daggers and other magic-looking items.
First con save roll: 14 ( though if I’m withing soar’s aura it would be 18. Regardless I pass)
If Bazavur can see the items at the bottom and it seems feasible that he could make it down and back up before needing more air he will attempt to get them. He is definitely enjoying being in the water. Unless it’s cold, then he’s not a fan.
Dismissing the lightning ball as the creature dies, Tobin does his part to ensure Bazavur is safely brought out of the water—mostly wringing his hands and looking anxiously in that direction.
His unseen servant hands him the gem it took and startles the gnome—he had forgotten all about it in the heat of combat. Taking the gem, he moves to an open patch of ground and starts his Detect Magic ritual, expecting to be called upon to evaluate any arcane items which may be brought up from the depths.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Soar helps Bazavur get a breath, and then spends few rounds swimming up and down gathering the things at the bottom and bringing them up to Tobin. (Athletics: 15)
"Well that didn't go as planned. What were those things? I wonder if we are moving along in the maze or if this was a trap. Any clues among this stuff?"she says upon surfacing for the last time. She looks at the floating jewel, is it still there?
Bazavur, you find the water quite pleasant. You do need to come up to the surface for a breath before diving back down again.
Tobin has the (formerly) floating jewel, a garnet, and is busy with the ritual.
Bazavur and Soar retrieve from the bottom of the pool: Six regular potions of healing One unfamiliar potion, clear with a spot of red colour which expands and contracts One unfamiliar potion, with an orange liquid that flickers A large, clear sapphire A small, dull glass sphere Three nice-looking daggers One wand
Soar turns to Aiwin and Varan, and asks if they have any way of telling what these all might do. "I'll take a potion of healing, and I'd recommend everyone get one. The extra can go to whoever might need it. The rest, I assume someone else can use better than I."
She looks around the clearing and pool while Tobin does his ritual. Anything else we're missing? Secret doors? Openings in the hedges? Hidden things? Investigation: 17
I assume the path out is similar to the path in. Any weird things happening in the sky?
Varan slings his bow back over his shoulder and joins up with everyone, "Nice little exercise to get the blood movin', eh. We're makin' some type of progress, we haven't repeated an area yet." He looks at the loot pulled up from the bottom of the pool, "And we got ourselves a few good finds too, so fightin' those things was worth it. How's everyone feelin' by the way?"
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
“Bit of a scratch really.” Bazavur replies to Varan as he inspects the area where the creatures’ pincer made contact. “Or maybe a few bruises… You good?” Bazavur asks as he then inspects the items dredged up from the water.
(Using magic awareness. As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to. Would that indicate what the potions are perhaps?)
Should anything indeed be magical in nature Bazavur will bring them over to their librarian. “Found some magic stuff for you to figure out what it is.” He says with a broad smile. “Then you can catalog it or something right?”
Soar, there's no secret doors or other hidden things in this area. The separate INT check was about the sky, and with a nat 1 you don't notice anything unusual at all.
All the recovered objects are magical, but you're sensing items which can have a magical effect or be used to cast a spell, not technically sensing spells, so your ability wouldn't reveal anything further about them. At least not Rules as Written, but give me an Arcana check, and if you roll high I'll give you a bit more.
In addition, the garnet Tobin recovered is magical, though much fainter than the others. Finally, very faint indeed, the whole area seems a tiny bit magical.
”Thank you, Bazavur,” says Tobin as he concludes his ritual, “I have the capability for detailed identification, but that takes longer, as I must focus on one item at a time for more than 10 minutes.. However, let me see what I can tell from the strength of the auras and their school of magic.”
(Here are some arcana rolls, I think 9 are needed)
Garnet: 16
One unfamiliar potion, clear with a spot of red colour which expands and contracts: 23
One unfamiliar potion, with an orange liquid that flickers: 23
A large, clear sapphire: 19
A small, dull glass sphere: 27
Three nice-looking daggers: 17, 23, 22
One wand: 23
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Garnet: The faint magic is conjuration, you think as a result of the gem's creation rather than any ability it has.
One unfamiliar potion, clear with a spot of red colour which expands and contracts: You sense transmutation magic, and think this potion would change the drinker's size.
One unfamiliar potion, with an orange liquid that flickers: Definitely evocation, something to do with fire. You're not sure, but you are confident it's beneficial, not harmful.
A large, clear sapphire: Conjuration magic. You could summon something with this; probably only once.
A small, dull glass sphere: Evocation magic; you think you could use this to cast the Light spell, and perhaps something else?
Three nice-looking daggers: 17, 23, 22 Transmutation magic; they are magical, but that's all you can tell.
For more, you would need to attempt to attune during a short rest, or cast an identify spell.
Aiwin watches as the last of the creatures is defeated and for a moment keeps his bow ready for anything else. When Tobin begins to look over the objects they found he just begins to walk to the creatures and collect up any arrows that were not broken.
OOC: Investigation Check to find arrows and retrieve them: 20 (16+4)
Tobin reports what he has learned for sure, then he further speculates: the fiery potion likely protects you from fire or allows you to breathe fire like a dragon. The daggers are probably magically sharp and effective, and he is disappointed he didn’t get anything off the wand.
”I doubt we want to take the time for me to identify everything right now, but if anyone wants to use the items based on what we have learned so far, please feel free. At our next rest I will identify them one at a time. However, this wand might be immediately useful,” says Tobin.
He concentrates, using his Awakened Spellbook Ritual Spell ability to cast Identify ritually with an action on the wand. (1x/day ability).
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
(Sorry, my mistake, just missed it off the end of the list. Yes, the wand feels like enchantment magic. You feel a little anxious when you touch it with your magical senses.)
Upon casting your Identify spell, it is revealed as a Wand of Fear.
Tssszt. Lightning flashes in the water and the creature takes the full damage.
Bazavur can see - his eyes are frozen open. I assume his lungs still work and move and he needs to breath, and he can't close his mouth. I imagine that he will start to drown within a round or two, if he can't get out of the water or become unparalyzed.
Soar is up.
Soar heals 6hp from her hexblade's curse when C2 dies.
"Bazavur!" she says.
If she can run across the solid water out into the pool, she will. If not, she will move on land to the closest spot to where she can see Bazavur. In either spot, she will fire eldritch blast at the thing holding Bazavur.
Attack: 19 Damage: 10
Attack: 28 (nat 20) Damage: 11
Then, her sunblade lighting the way, she takes a deep breath and jumps into the pool and moves as close to them as she can.
Two solid blasts, and Soar has killed the last remaining creature. Bazavur, however, remains as motionless as a statue, and under the weight of the many weapons he's carrying, starts to sink to the bottom of the pool. I think with everyone helping you won't have any trouble getting him out within three rounds (i.e. before he drowns). Bazavur will at some point make his saving throw and stop being paralysed, but feel free to roll if you like, to see how long it takes. It's a CON save, DC13.
Combat is over, and you are out of initiative.
With much of the water cleared by Tobin's magic plus the light from the sunblade, Soar would be able to see quite easily that the bottom of the pool is dotted with a variety of items - potions, daggers and other magic-looking items.
First con save roll: 14 ( though if I’m withing soar’s aura it would be 18. Regardless I pass)
If Bazavur can see the items at the bottom and it seems feasible that he could make it down and back up before needing more air he will attempt to get them. He is definitely enjoying being in the water. Unless it’s cold, then he’s not a fan.
Tobin:
Dismissing the lightning ball as the creature dies, Tobin does his part to ensure Bazavur is safely brought out of the water—mostly wringing his hands and looking anxiously in that direction.
His unseen servant hands him the gem it took and startles the gnome—he had forgotten all about it in the heat of combat. Taking the gem, he moves to an open patch of ground and starts his Detect Magic ritual, expecting to be called upon to evaluate any arcane items which may be brought up from the depths.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Soar helps Bazavur get a breath, and then spends few rounds swimming up and down gathering the things at the bottom and bringing them up to Tobin. (Athletics: 15)
"Well that didn't go as planned. What were those things? I wonder if we are moving along in the maze or if this was a trap. Any clues among this stuff?" she says upon surfacing for the last time. She looks at the floating jewel, is it still there?
(I believe the floating jewel was retrieved by Tobin and his unseen servant)
Bazavur, you find the water quite pleasant. You do need to come up to the surface for a breath before diving back down again.
Tobin has the (formerly) floating jewel, a garnet, and is busy with the ritual.
Bazavur and Soar retrieve from the bottom of the pool:
Six regular potions of healing
One unfamiliar potion, clear with a spot of red colour which expands and contracts
One unfamiliar potion, with an orange liquid that flickers
A large, clear sapphire
A small, dull glass sphere
Three nice-looking daggers
One wand
(Yes, posts crossed, whoops.)
Soar turns to Aiwin and Varan, and asks if they have any way of telling what these all might do. "I'll take a potion of healing, and I'd recommend everyone get one. The extra can go to whoever might need it. The rest, I assume someone else can use better than I."
She looks around the clearing and pool while Tobin does his ritual. Anything else we're missing? Secret doors? Openings in the hedges? Hidden things? Investigation: 17
I assume the path out is similar to the path in. Any weird things happening in the sky?
Soar, make a general INT check.
Varan slings his bow back over his shoulder and joins up with everyone, "Nice little exercise to get the blood movin', eh. We're makin' some type of progress, we haven't repeated an area yet." He looks at the loot pulled up from the bottom of the pool, "And we got ourselves a few good finds too, so fightin' those things was worth it. How's everyone feelin' by the way?"
Be excellent to each other, and roll for initiative dudes!
(The 17 was from an investigation check, so 13 is the raw roll. I did another and it’s a nat 1, if you needed a second.)
Soar is a little beat up but not terrible.
“Bit of a scratch really.” Bazavur replies to Varan as he inspects the area where the creatures’ pincer made contact. “Or maybe a few bruises… You good?” Bazavur asks as he then inspects the items dredged up from the water.
(Using magic awareness. As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to. Would that indicate what the potions are perhaps?)
Should anything indeed be magical in nature Bazavur will bring them over to their librarian. “Found some magic stuff for you to figure out what it is.” He says with a broad smile. “Then you can catalog it or something right?”
Soar, there's no secret doors or other hidden things in this area. The separate INT check was about the sky, and with a nat 1 you don't notice anything unusual at all.
All the recovered objects are magical, but you're sensing items which can have a magical effect or be used to cast a spell, not technically sensing spells, so your ability wouldn't reveal anything further about them. At least not Rules as Written, but give me an Arcana check, and if you roll high I'll give you a bit more.
In addition, the garnet Tobin recovered is magical, though much fainter than the others. Finally, very faint indeed, the whole area seems a tiny bit magical.
Tobin:
”Thank you, Bazavur,” says Tobin as he concludes his ritual, “I have the capability for detailed identification, but that takes longer, as I must focus on one item at a time for more than 10 minutes.. However, let me see what I can tell from the strength of the auras and their school of magic.”
(Here are some arcana rolls, I think 9 are needed)
Garnet: 16
One unfamiliar potion, clear with a spot of red colour which expands and contracts: 23
One unfamiliar potion, with an orange liquid that flickers: 23
A large, clear sapphire: 19
A small, dull glass sphere: 27
Three nice-looking daggers: 17, 23, 22
One wand: 23
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Garnet: The faint magic is conjuration, you think as a result of the gem's creation rather than any ability it has.
One unfamiliar potion, clear with a spot of red colour which expands and contracts: You sense transmutation magic, and think this potion would change the drinker's size.
One unfamiliar potion, with an orange liquid that flickers: Definitely evocation, something to do with fire. You're not sure, but you are confident it's beneficial, not harmful.
A large, clear sapphire: Conjuration magic. You could summon something with this; probably only once.
A small, dull glass sphere: Evocation magic; you think you could use this to cast the Light spell, and perhaps something else?
Three nice-looking daggers: 17, 23, 22 Transmutation magic; they are magical, but that's all you can tell.
For more, you would need to attempt to attune during a short rest, or cast an identify spell.
Aiwin watches as the last of the creatures is defeated and for a moment keeps his bow ready for anything else. When Tobin begins to look over the objects they found he just begins to walk to the creatures and collect up any arrows that were not broken.
OOC:
Investigation Check to find arrows and retrieve them: 20 (16+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
Tobin:
Tobin reports what he has learned for sure, then he further speculates: the fiery potion likely protects you from fire or allows you to breathe fire like a dragon. The daggers are probably magically sharp and effective, and he is disappointed he didn’t get anything off the wand.
”I doubt we want to take the time for me to identify everything right now, but if anyone wants to use the items based on what we have learned so far, please feel free. At our next rest I will identify them one at a time. However, this wand might be immediately useful,” says Tobin.
He concentrates, using his Awakened Spellbook Ritual Spell ability to cast Identify ritually with an action on the wand. (1x/day ability).
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
(Sorry, my mistake, just missed it off the end of the list. Yes, the wand feels like enchantment magic. You feel a little anxious when you touch it with your magical senses.)
Upon casting your Identify spell, it is revealed as a Wand of Fear.
(Rolled a 1 on arcana for a total of 2)