Sieghart believed that the ghouls were merely a distraction to allow Orbid to escape once again. They needed to get through those double doors quickly.
The crackling beam of energy streaks between Arlo and the door, and then on through the bars hitting your target. The jolt of energy makes the ghoul stumble backwards before it regains its composure to jump at the bars. You can see a large blackened patch of flesh where your spell landed letting you believe that it was a strong hit.
Arlo, your turn! You are able to take a swing at one of them if you'd like.
You bury both axes into the ghoul's chest. As your axes sit there you feel the creature fight the pain at first, but quickly goes limp and falls backwards, dead. The second ghoul gives out a discordant scream of anger.
Sieghart is angered by the door being barred. Seeing that the door is handled by Arlo and Happy. He decides to look for another way into the laboratory. The only other passage being the room where the green light emits from, Sieghart begins making his way there, bow at the ready.
Stepping through the threshold to find yourself in a strange room. Beyond the ghoul in the other room you are able to pick up on an constant breathy whisper that varies in pitch. Like someone is constantly breathing out with their mouth open wide, while contorting their mouth in the process. It's not directed from anywhere, just ambient noise.
The green misty glow that has been seeping out into the cave eminates from three metallic cubes with a single emerald gem affixed to the tops by small brass fixtures. The green light trails out of these like tendrils of smoke. Tubing runs from these cubes to a pair of stone tubs on either side. Looking into a tub you see that it is filled with a vibrant green, viscous liquid. At the bottom of the tub you make out a mostly complete humanoid figure. Whether it be elf or human, you cannot tell. It looks to be missing its layer of skin and maybe some muscles.
Other than the creepy vats there is an open passage at the back left of the room and a closed door on the right wall.
As you place your fingers on it you immediately notice how frigid it is. The emerald almost feels like your picking up a pebble of intensely cold ice. It rests loosely in the socket. As you lift it up you see the green tendrils pull from the gem into the device it was in. Pulling it further the arcane tether snaps, and the ambient whisper in your immediate area ceases. The liquid in the two tubs also lose their vibrancy, turning more to an oily, dull green.
You have one extremely cold pebble sized emerald that still has some flicker of green light within. You don't feel anything that would negatively impact you, except maybe frostbite if you hold it in one hand long enough. You seemingly shut down the device before you. Two others continue to operate with the same emerald power source.
That's about all you can do in a turn. Lucas, your turn!
(Edit: my bad, I cometely forgot to call the turn change.)
Unfortunately there isn't enough room for you to swing unless Arlo were to have stepped out of the way on his turn. Firing projectiles is one thing, swinging an axe is another.
Something else you can do is get next to Arlo and ready your attack. If the ghoul starts to crawl under the portcullis, then you can use your reaction to make your attack since they would be adjacent to you. As of now you'd have to be in Arlo's spot to take a swing since the opening is recessed.
Or if there's something else you'd like to do, you can do that.
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Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
With a leap and a swing of your axe, you manage to connect with what little of the gem is protruding from the ceiling. As you land and look back up at your efforts you see that it did not break, but it does appear to be loosened due to the noticable gap on one iside of it. You think another hit will knock it out.
With the portcullis opened enough the remaining ghoul scurries under and attempts to lash out at Arlo with a claw.
(The ghoul you hexed and the only one that took damage was killed by Arlo. Did you want to transfer the hex? If you're transferring hex, then go ahead and roll that extra damage and say what ability he has disadvantage with. And no need to roll the attack again, we can just transfer it.
You're also going to have to shift over some to get line of sight on the ghoul. If needed I can update the map, but as of now the ghoul is right in front of Arlo (up one square from last round), Sieghart disappeared, and Lucas is close to the center of the room (the square left of you and up from Cathrine).)
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Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
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Sieghart believed that the ghouls were merely a distraction to allow Orbid to escape once again. They needed to get through those double doors quickly.
"We need to get through these doors!"
Sieghart ran and tried to pull the door open.
(Should I roll anything?)
No, it doesn't budge no matter how hard you pull. As you yank on them you are able to hear a large wooden beam barring the other side.
Lucas, your turn!
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Lucas moves over to the gate, pulls a little flask of holy water out of his pouch and throws it on Arlo.
(casts `Protection from Good & Evil` on Arlo -- Ghouls have disadvantage on attack rolls against Arlo)
"Arlo, here's a blessing to protect you against those ghouls."
Afterwards he pulls out his battleaxe, ready to fight alongside.
Edit: Funny how we both posted something at the same time lol
The Ghouls become more ravenous as the bars slowly raise. Spittle flings from their jagged, disease ridden toothed mouths as they howl in hunger.
With the closing of the first round the bars make up about 3ft. It is now possible for anyone to duck under and access both rooms.
Happy, your turn!
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Is it now possible to hit them with a spell? Maybe with disadvantage or Cover for them?
You can definitely hit them. As far as how the bars look think prison style. Just enough to get an arm through.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Ok then Happy will cast Eldritch Blast at the one he just Hexed.
Attack: 10
Damage: 7
Hex Damage: 1
Edit: He also will move so he has better line of sight. About 5ft. back and 15 to the right.
The crackling beam of energy streaks between Arlo and the door, and then on through the bars hitting your target. The jolt of energy makes the ghoul stumble backwards before it regains its composure to jump at the bars. You can see a large blackened patch of flesh where your spell landed letting you believe that it was a strong hit.
Arlo, your turn! You are able to take a swing at one of them if you'd like.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Arlo lets his axes swing.
Attack: 20 Damage: 4
Attack: 18 Damage: 6
Paladin - warforged - orange
You bury both axes into the ghoul's chest. As your axes sit there you feel the creature fight the pain at first, but quickly goes limp and falls backwards, dead. The second ghoul gives out a discordant scream of anger.
Sieghart, your turn!
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Sieghart is angered by the door being barred. Seeing that the door is handled by Arlo and Happy. He decides to look for another way into the laboratory. The only other passage being the room where the green light emits from, Sieghart begins making his way there, bow at the ready.
(Head 30 feet to the north room.)
This is what you see, Sieghart.
Stepping through the threshold to find yourself in a strange room. Beyond the ghoul in the other room you are able to pick up on an constant breathy whisper that varies in pitch. Like someone is constantly breathing out with their mouth open wide, while contorting their mouth in the process. It's not directed from anywhere, just ambient noise.
The green misty glow that has been seeping out into the cave eminates from three metallic cubes with a single emerald gem affixed to the tops by small brass fixtures. The green light trails out of these like tendrils of smoke. Tubing runs from these cubes to a pair of stone tubs on either side. Looking into a tub you see that it is filled with a vibrant green, viscous liquid. At the bottom of the tub you make out a mostly complete humanoid figure. Whether it be elf or human, you cannot tell. It looks to be missing its layer of skin and maybe some muscles.
Other than the creepy vats there is an open passage at the back left of the room and a closed door on the right wall.
Is there anything else you'd like to do?
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Sieghart will carefully make his way to the emerald that seems to be emanating the glow. He will attempt to take out the emerald of its socket.
@Dungeon_Maxter
Sieghart:
As you place your fingers on it you immediately notice how frigid it is. The emerald almost feels like your picking up a pebble of intensely cold ice. It rests loosely in the socket. As you lift it up you see the green tendrils pull from the gem into the device it was in. Pulling it further the arcane tether snaps, and the ambient whisper in your immediate area ceases. The liquid in the two tubs also lose their vibrancy, turning more to an oily, dull green.
You have one extremely cold pebble sized emerald that still has some flicker of green light within. You don't feel anything that would negatively impact you, except maybe frostbite if you hold it in one hand long enough. You seemingly shut down the device before you. Two others continue to operate with the same emerald power source.
That's about all you can do in a turn. Lucas, your turn!
(Edit: my bad, I cometely forgot to call the turn change.)
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Lucas swings his axe at the other Ghoul.
attack: 18
damage: 8
Unfortunately there isn't enough room for you to swing unless Arlo were to have stepped out of the way on his turn. Firing projectiles is one thing, swinging an axe is another.
Something else you can do is get next to Arlo and ready your attack. If the ghoul starts to crawl under the portcullis, then you can use your reaction to make your attack since they would be adjacent to you. As of now you'd have to be in Arlo's spot to take a swing since the opening is recessed.
Or if there's something else you'd like to do, you can do that.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
(doh my bad, I didn't look at the map closely enough. This makes sense)
Lucas looks up at the gem embedded in the ceiling and jumps up and swings his axe in an attempt to break it.
Athletics: 14
Axe Damage: 3
(Let me know if there's a more appropriate move for this action)
(It's ok. I can roll with this)
With a leap and a swing of your axe, you manage to connect with what little of the gem is protruding from the ceiling. As you land and look back up at your efforts you see that it did not break, but it does appear to be loosened due to the noticable gap on one iside of it. You think another hit will knock it out.
With the portcullis opened enough the remaining ghoul scurries under and attempts to lash out at Arlo with a claw.
Attack: 9
Slashing damage: 9
Happy, you're turn!
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Happy sends another Eldritch Blast at the already wounded Ghoul.
Attack: 9
Damage: 4
(The ghoul you hexed and the only one that took damage was killed by Arlo. Did you want to transfer the hex? If you're transferring hex, then go ahead and roll that extra damage and say what ability he has disadvantage with. And no need to roll the attack again, we can just transfer it.
You're also going to have to shift over some to get line of sight on the ghoul. If needed I can update the map, but as of now the ghoul is right in front of Arlo (up one square from last round), Sieghart disappeared, and Lucas is close to the center of the room (the square left of you and up from Cathrine).)
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount