these need to be Cha Ability checks, not Cha saves. Only need to subtract your proficiency from the above if your Cha save is different than your Cha ability mod.
(How about an old trick with the Bag of Holding? We can survive in it for a couple of minutes, while Whitegaze steps on the stairs)
(Oh, and can we communicate - those "insubstantial"? What about with still substantial, can we talk to them? How do we see world around us? And for how long are we blessed whit this condition?)
It lasts for 8 hours.
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.
While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.
You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.
When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
Merric sways slightly from the sudden exhaustion he feels. Looking around he sees everyone else is the same...or much worse in the case of their new friend. Seeing Whitegaze, he grows alarmed
"Whitegaze, me large human fren, you bein' alright? Lia...you be lookin' worse'n I'm feelin'. I'm thinkin' we should be headin' back tuh the inn to rest, praps plan a bit better."
these need to be Cha Ability checks, not Cha saves. Only need to subtract your proficiency from the above if your Cha save is different than your Cha ability mod.
Then it would be 23, 19 and 12.
Rollback Post to RevisionRollBack
I have an intelligence of six, I know what I'm doing.
If I am not mistaken, Merric faild twice? Meaning, he is insubstantial too, and can not see Whitegaze, that is on the stairs.
Al-Ashari, though suddenly completely exhausted, became incredibly enthusiastic and morally felt like a child given a bright unexpected gift. Kale and Merric were obviously here and in the same condition. Not much of a fighters but good enough for a little travel. "An amazing opportunity! Now we can go back to Asylum and check everything in that place! The invisible man, "the doctor", the full horrors of the place. Would you be up for a little walk or prefer to return and wait here? Because I am going!"
these need to be Cha Ability checks, not Cha saves. Only need to subtract your proficiency from the above if your Cha save is different than your Cha ability mod.
Then it would be 23, 19 and 12.
You appear on the stairs next to Whitegaze. You have no levels of exhaustion and have no bad affects.
Kale kneels by Lia's side. "You look tired... maybe you should wait here, just in case the others decide to exit the staircase, and tell them what happened. I'm going to follow Al-Ashari inside... I can't let her go in there by herself."
Kale will follow Al-Ashari inside, but only after trying to stealth... because he's not quite as willing to trust that the mind-flayers won't somehow sense their presence.
(Boots of Elvenkind should make stealth a straight check here, rather than disadvantage) Stealth: 16
This post has potentially manipulated dice roll results.
(Kale is going to immediately move back in to the room with the two nurse mindflayers and simply observe them to see if they notice the group on the etheral plane. So technically, still visiting as a normal visitor would and not yet trespassing into the asylum.)
Hmm. Knowing this place, anything could pop up anywhere. "Best be on our guard,"he signs in the cant to Merric.Just for Al-Ashari's benefit, he tries to think it very loudly as well.
Merric nods to Kale, loosening his weapons. Merric catches Al-Ashari's eye and gestures they should follow Kale. Testing the waters is a good idea. "Do you know how to find the room we need?" he signs back at Kale.
Ok, sorry for the delay on this, it took a bit of work to compile the following.
Those who go with Al-Ashari, here is what you find inside the building:
It is not allowing me to do a spoiler, so here is the wall of text...
The Waiting Room ...
This large hall has a bronze sign hammered into the wall which reads WAITING ROOM . A bench has been laid up against the far wall. It’s quiet and cold in here, and a large statue of a woman pointing in horror at something only she can see occupies the western wall.
The Screaming Gallery ...
This bare stone room is hung high and low with portraits. All of them depict humans frozen in various states of duress, as if the subjects are trying to escape the frames. Some of the people seem to have given up, slumping against the sides. Others are in the process of bashing against the walls of the frame with their fists. The occasional portrait is empty, with just a chair, table or other discarded paraphernalia.
The Dining Hall ...
This empty room is filled with long sheet-covered benches, dusty with lack of use. The room is shrouded in shadow, and it doesn’t seem like anyone has used this place in some time.
a giant badger has moved in and now lives under the table.
The Watching Hall ...
This wide and tall chamber has a watchful presence. Lined up around the walls of the room, humanoids stand staring blankly into empty space. There must be hundreds here. Passages to the east lead off to other rooms, and several staircases lead both upwards and downwards.
The Disciplinary Board ...
Rows of benches face towards a strange plateau at the back of this dimly lit room. On the plateau, under a dome of transparent material, a huge brain is pulsing gently. The room is otherwise bare...though on reflection, you can’t think what possessions a gigantic brain would need to hand.
Private Brain Library ...
This chamber is lined with shelves, on which have been placed a great number of brains in jars, floating in a green-ish brine. There’s also a table and chairs, perhaps for whoever uses this room to more comfortably indulge.
Dr. Brains’ Office ...
This chamber is lined with shelves, on which have been placed a great number of brains in jars, floating in a green-ish brine. There’s also a table and chairs, perhaps for whoever uses this room to more comfortably indulge.
Dr. Brains is here. A psionic wall of force is present 5 feet inside the door.
The Revelation Room ...
This oblong room has been set up to include a white-board at the end of the room. Diagrams have been pinned onto the board, with strands of red twine running between the pins in an intricate web. A large table that could seat perhaps eight people occupies most of the floor space.
The North Wing
The North Wing is where problematic patients are kept. Rooms in the North Wing have the following trait.
• The cells are padded to prevent creatures from hurting themselves.
Ugly orange carpets line the floor of this long corridor with doors on either side. Each door has a small metal plaque attached to the front.
The Seven Sisters ...
Seven floor matresses have been laid out in this small room. On each crouches a nasty, hideous looking woman, wrinkled and toothy in all the wrong places. Their skin is a deep purple.
Gordish ...
In this cramped cell, a lizardlike humanoid is lying on a bed staring at the wall.
Isabella and the Pot of Basil ...
This larger room has two beds against the padded wall. On one bed, a young woman in a dark grey dress is clutching a pot in which she’s growing herbs
Farrick Forcester ...
A thin, troubled looking young man in a dinner jacket is tossing and turning on a bed in the corner. His faceis twisted in fear.
[Blank] ...
This is the cell Al-Ashari got as a picture when the invisible man was brought to mind with the nurse earlier...
This cell seems empty. An ill wind passes through it, chilling you to the bone.
The Hungry ...
A thin. pathetic looking humanoid cowers on one of the beds in this room.
Spare ‘Oom ...
This room is empty, and dust covers everything. A wardrobe stands ajar in one corner.
Balcony ...
These balconies were part of the old building, and the mind flayers use them to house their gargoyles, which have been specially constructed to guard the asylum without looking too obtrusive.
Holding Cells ...
This padded room has been furnished with the barest of necessities. A small empty chest, a clean bed and a small table.
The South Wing ...
The rooms here are mostly empty.
Flibbertygibbet ...
This large room has become occupied by a bizarre sight. A huge pile of fleshy goop festooned with an uncomfortably number of mouths, eyes and teeth is here.
The Thrall Ward Thrall Storage ...
These thin, sparsely outfitted rooms have been filled with vacant looking people of all shapes and sizes. They stare blankly at the wall in rows.
Dr. Zakari’s Office ...
This small room is open to the elements. Small metal devices litter the floor and crackle with electricity. Papers lie all over a desk in the corner and a fireplace has been used as a dumping ground for shrivelled brains.
Cecilia’s Room ...
This room is dark, and smells strongly of kitchen herbs. An array of personal belongings lie on the neatly made bed. On the walls, a gigantic spider has been scrawled in black charcoal. This room is where Cecilia was kept whilst she was a captive of the Asylum. Her belongings remain on the bed, including: • A herbalist’s pouch stuffed with rosemary. • A shard of amber. • A small candle that can’t be lit. • A scroll on which she has noted the Amber Convention in Celestial. [See Chapter Two.] • A calling card bearing a gaunt silhouette. • The address of the Dancing Spider Tavern, and keys to Room Number 13.
The Nursing Station ...
Four beds sit side by side. There are no trappings of human sentimentality here. On the bed farthest from the door, ten little brains with dog legs stitched onto the side are gambiling about.
Skeletanders ...
A skeleton sits on a bed, alone.
Rollback Post to RevisionRollBack
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((Wait, it was saves, not rolls?))
Meili Liang Lvl 5 Monk
Dice
no it was rolls. Should be straight D20 plus Cha Mod.
these need to be Cha Ability checks, not Cha saves. Only need to subtract your proficiency from the above if your Cha save is different than your Cha ability mod.
It lasts for 8 hours.
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.
While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.
You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.
When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
Merric sways slightly from the sudden exhaustion he feels. Looking around he sees everyone else is the same...or much worse in the case of their new friend. Seeing Whitegaze, he grows alarmed
"Whitegaze, me large human fren, you bein' alright? Lia...you be lookin' worse'n I'm feelin'. I'm thinkin' we should be headin' back tuh the inn to rest, praps plan a bit better."
Tandor the White, Human Life Cleric
Then it would be 23, 19 and 12.
I have an intelligence of six, I know what I'm doing.
If I am not mistaken, Merric faild twice? Meaning, he is insubstantial too, and can not see Whitegaze, that is on the stairs.
Al-Ashari, though suddenly completely exhausted, became incredibly enthusiastic and morally felt like a child given a bright unexpected gift. Kale and Merric were obviously here and in the same condition. Not much of a fighters but good enough for a little travel. "An amazing opportunity! Now we can go back to Asylum and check everything in that place! The invisible man, "the doctor", the full horrors of the place. Would you be up for a little walk or prefer to return and wait here? Because I am going!"
Meili Liang Lvl 5 Monk
Dice
You appear on the stairs next to Whitegaze. You have no levels of exhaustion and have no bad affects.
You are correct. I misread DD's post.
Tandor the White, Human Life Cleric
So we have 1, Lia, kneelilng in utter exhaustion. 3 who are etherial, but have two levels of exhaustion,a nd 2 that are ont he endless stairs.
Al-Ashari is ready to go investigating now that she has the ability to do so unsensed. what does everyone else wish to do?
Kale kneels by Lia's side. "You look tired... maybe you should wait here, just in case the others decide to exit the staircase, and tell them what happened. I'm going to follow Al-Ashari inside... I can't let her go in there by herself."
Kale will follow Al-Ashari inside, but only after trying to stealth... because he's not quite as willing to trust that the mind-flayers won't somehow sense their presence.
(Boots of Elvenkind should make stealth a straight check here, rather than disadvantage)
Stealth: 16
Whitegaze will not exit the stair immediately, but, staying near the entrance, look around a little to see and hear whatever may be there.
Perception: 7
Merric nods, realizing Al-Ashari is correct. "I'll go wit you, lass." Follows the sorceress, keeping his eyes and ears peeled and his feet light.
Stealth: 15
Perception: 20
Tandor the White, Human Life Cleric
ooc: Thanks, Kale. Forgot about that:
Stealth re-roll: 30
Tandor the White, Human Life Cleric
Ok, need to get this one moving forward. Probably will get a post up this afternoon or evening. Need to decide how to work this...
What are the two on the stairs doing?
Whitegaze is failing to look around and listen.
(Kale is going to immediately move back in to the room with the two nurse mindflayers and simply observe them to see if they notice the group on the etheral plane. So technically, still visiting as a normal visitor would and not yet trespassing into the asylum.)
Hmm. Knowing this place, anything could pop up anywhere. "Best be on our guard," he signs in the cant to Merric. Just for Al-Ashari's benefit, he tries to think it very loudly as well.
Perception with dis: 17
Joetaro is going to stay on the stairs as well, his hand on his sword in case something attacks.
I have an intelligence of six, I know what I'm doing.
Merric nods to Kale, loosening his weapons. Merric catches Al-Ashari's eye and gestures they should follow Kale. Testing the waters is a good idea. "Do you know how to find the room we need?" he signs back at Kale.
Tandor the White, Human Life Cleric
Ok, sorry for the delay on this, it took a bit of work to compile the following.
Those who go with Al-Ashari, here is what you find inside the building:
It is not allowing me to do a spoiler, so here is the wall of text...
The Waiting Room ...
This large hall has a bronze sign hammered into the wall which reads WAITING ROOM . A bench has been laid up against the far wall. It’s quiet and cold in here, and a large statue of a woman pointing in horror at something only she can see occupies the western wall.
The Screaming Gallery ...
This bare stone room is hung high and low with portraits. All of them depict humans frozen in various states of duress, as if the subjects are trying to escape the frames. Some of the people seem to have given up, slumping against the sides. Others are in the process of bashing against the walls of the frame with their fists. The occasional portrait is empty, with just a chair, table or other discarded paraphernalia.
The Dining Hall ...
This empty room is filled with long sheet-covered benches, dusty with lack of use. The room is shrouded in shadow, and it doesn’t seem like anyone has used this place in some time.
a giant badger has moved in and now lives under the table.
The Watching Hall ...
This wide and tall chamber has a watchful presence. Lined up around the walls of the room, humanoids stand staring blankly into empty space. There must be hundreds here. Passages to the east lead off to other rooms, and several staircases lead both upwards and downwards.
The Disciplinary Board ...
Rows of benches face towards a strange plateau at the back of this dimly lit room. On the plateau, under a dome of transparent material, a huge brain is pulsing gently. The room is otherwise bare...though on reflection, you can’t think what possessions a gigantic brain would need to hand.
Private Brain Library ...
This chamber is lined with shelves, on which have been placed a great number of brains in jars, floating in a green-ish brine. There’s also a table and chairs, perhaps for whoever uses this room to more comfortably indulge.
Dr. Brains’ Office ...
This chamber is lined with shelves, on which have been placed a great number of brains in jars, floating in a green-ish brine. There’s also a table and chairs, perhaps for whoever uses this room to more comfortably indulge.
Dr. Brains is here. A psionic wall of force is present 5 feet inside the door.
The Revelation Room ...
This oblong room has been set up to include a white-board at the end of the room. Diagrams have been pinned onto the board, with strands of red twine running between the pins in an intricate web. A large table that could seat perhaps eight people occupies most of the floor space.
The North Wing
The North Wing is where problematic patients are kept. Rooms in the North Wing have the following trait.
• The cells are padded to prevent creatures from hurting themselves.
Ugly orange carpets line the floor of this long corridor with doors on either side. Each door has a small metal plaque attached to the front.
The Seven Sisters ...
Seven floor matresses have been laid out in this small room. On each crouches a nasty, hideous looking woman, wrinkled and toothy in all the wrong places. Their skin is a deep purple.
Gordish ...
In this cramped cell, a lizardlike humanoid is lying on a bed staring at the wall.
Isabella and the Pot of Basil ...
This larger room has two beds against the padded wall. On one bed, a young woman in a dark grey dress is clutching a pot in which she’s growing herbs
Farrick Forcester ...
A thin, troubled looking young man in a dinner jacket is tossing and turning on a bed in the corner. His faceis twisted in fear.
[Blank] ...
This is the cell Al-Ashari got as a picture when the invisible man was brought to mind with the nurse earlier...
This cell seems empty. An ill wind passes through it, chilling you to the bone.
The Hungry ...
A thin. pathetic looking humanoid cowers on one of the beds in this room.
Spare ‘Oom ...
This room is empty, and dust covers everything. A wardrobe stands ajar in one corner.
Balcony ...
These balconies were part of the old building, and the mind flayers use them to house their gargoyles, which have been specially constructed to guard the asylum without looking too obtrusive.
Holding Cells ...
This padded room has been furnished with the barest of necessities. A small empty chest, a clean bed and a small table.
The South Wing ...
The rooms here are mostly empty.
Flibbertygibbet ...
This large room has become occupied by a bizarre sight. A huge pile of fleshy goop festooned with an uncomfortably number of mouths, eyes and teeth is here.
The Thrall Ward
Thrall Storage ...
These thin, sparsely outfitted rooms have been filled with vacant looking people of all shapes and sizes. They stare blankly at the wall in rows.
Dr. Zakari’s Office ...
This small room is open to the elements. Small metal devices litter the floor and crackle with electricity. Papers lie all over a desk in the corner and a fireplace has been used as a dumping ground for shrivelled brains.
Cecilia’s Room ...
This room is dark, and smells strongly of kitchen herbs. An array of personal belongings lie on the neatly made bed. On the walls, a gigantic spider has been scrawled in black charcoal.
This room is where Cecilia was kept whilst she was a captive of the Asylum. Her belongings remain on the bed, including:
• A herbalist’s pouch stuffed with rosemary.
• A shard of amber.
• A small candle that can’t be lit.
• A scroll on which she has noted the Amber Convention in Celestial. [See Chapter Two.]
• A calling card bearing a gaunt silhouette.
• The address of the Dancing Spider Tavern, and keys to Room Number 13.
The Nursing Station ...
Four beds sit side by side. There are no trappings of human sentimentality here. On the bed farthest from the door, ten little brains with dog legs stitched onto the side
are gambiling about.
Skeletanders ...
A skeleton sits on a bed, alone.