Set in the ceiling is a purple colored gem that protrudes out like a bubble. The flicker of the torch causes it to glint. Trying to get a good look is difficult as the ceiling is about 10ft up, but you swear you catch the reflection of someone walking past it and towards the door.
You hear a voice coming from beyond the double doors, "You are a persistant lot, aren't you?" It's Lord Orbid. He continues, "Welcome to my laboratory. It's a bit of a hastle to get to, but it had what I needed."
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Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
"True, I do seem to be at the end of the line... I'll make a deal with you all. You make it through the failed experiment chamber, and I'm all yours." His final words are clearly laced with his own amusement.
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Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
His voice seems to come from the other side of the double doors. He is not shouting, though is voice is amplified.
"I am in no position? You know not what you've walked into. Here is but a taste."
With that you all hear a loud thunk and the clank of chains being spooled. Looking over to the portcullis you see that the bars are slowly beginning to raise.
Roll initiative.
The bars will take a total of two rounds to fully open. So at the bottom of the initiative the bars will retract halfway, and by the top of the third the doorway will be completely open.
Happy, the portcullis is beginning to raise, and the two ghouls are thrashing around with their black, jagged claws, and pressing themselves against the bars trying to push through. They grunt and growl like ravenous beasts.
If there is any kind of buff spell you'd like to do, then this will probably be the safest time. The room is completely empty so the only cover you'll find is behind your companions or either up the stairs or in the green lit room.
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Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
It has actually only been about an hour and a half since you last cast it. You all took a long rest at about noon and woke up in the late evening, which you cast mage armor on yourself after the rogue guard was beheaded. Half hour of travel to the falls, and another 45 minutes to get to wear you're at. So you still have quite a bit of milage left on mage armor. That also means you can definitely cast Hex on a Ghoul.
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Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
A shadowy arcane arua rushes from you and snaps to the ghoul on the (right, left, I pick one?). Both ghouls look equally as dangerous.
Catherine hefts her great axe up in each hand and tightens her grip. You all can hear the crackle of the leather bindings as she trists her hands in eager anticipation.
Set in the ceiling is a purple colored gem that protrudes out like a bubble. The flicker of the torch causes it to glint. Trying to get a good look is difficult as the ceiling is about 10ft up, but you swear you catch the reflection of someone walking past it and towards the door.
You hear a voice coming from beyond the double doors, "You are a persistant lot, aren't you?" It's Lord Orbid. He continues, "Welcome to my laboratory. It's a bit of a hastle to get to, but it had what I needed."
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Upon hearing Orbid’s voice, Sieghart tenses up, ready to react to incoming threats. ‘’It’s over, Orbid! Surrender now. You have nowhere to run!’’
"True, I do seem to be at the end of the line... I'll make a deal with you all. You make it through the failed experiment chamber, and I'm all yours." His final words are clearly laced with his own amusement.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
“Careful, watch out for those Ghouls! I think he is about to release them.” Happy whispers.
Arlo’s axes are out. “I’m sick of this turd in the punch bowl.”
Paladin - warforged - orange
"You’re not in a position to bargain, Orbid!" Sieghart tries to look around in an attempt to locate the source of the voice.
Perception: 21
His voice seems to come from the other side of the double doors. He is not shouting, though is voice is amplified.
"I am in no position? You know not what you've walked into. Here is but a taste."
With that you all hear a loud thunk and the clank of chains being spooled. Looking over to the portcullis you see that the bars are slowly beginning to raise.
Roll initiative.
The bars will take a total of two rounds to fully open. So at the bottom of the initiative the bars will retract halfway, and by the top of the third the doorway will be completely open.
Edit: Catherine's initiative: 14
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Arlo initiative 11
Paladin - warforged - orange
Happy initiative: 20
Sieghart initiative: 18
Lucas Initiative: 8
Initiative order:
Happy
Catherine
Arlo
Sieghart
Lucas
Ghouls
Happy, the portcullis is beginning to raise, and the two ghouls are thrashing around with their black, jagged claws, and pressing themselves against the bars trying to push through. They grunt and growl like ravenous beasts.
If there is any kind of buff spell you'd like to do, then this will probably be the safest time. The room is completely empty so the only cover you'll find is behind your companions or either up the stairs or in the green lit room.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
(Are since the morning 8 hours passed? If so I will renew mage armor, if not can i target one ghoul with hex?)
Happy moves a bit up so he stands next to Sieghart. He says: “Get ready for those nasty beasts”
It has actually only been about an hour and a half since you last cast it. You all took a long rest at about noon and woke up in the late evening, which you cast mage armor on yourself after the rogue guard was beheaded. Half hour of travel to the falls, and another 45 minutes to get to wear you're at. So you still have quite a bit of milage left on mage armor. That also means you can definitely cast Hex on a Ghoul.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Awesome!
Ok before Happy steps back he casts Hex on one of the ghouls.
He now has disadvantage on Dex ability checks.
A shadowy arcane arua rushes from you and snaps to the ghoul on the (right, left, I pick one?). Both ghouls look equally as dangerous.
Catherine hefts her great axe up in each hand and tightens her grip. You all can hear the crackle of the leather bindings as she trists her hands in eager anticipation.
Arlo, your turn.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Arlo is going to move up and ready an action to strike out at them once the gate is up
Paladin - warforged - orange
Right ghoul
Good and good. Sieghart, your go!
Edit: Arlo, I'll fix your position if that's not where you were intending to go.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
No worries, the place isn’t that big.
Paladin - warforged - orange