"You don't need to lecture me on that. I already told you I know that keeping ourselves together is better."Maghana tells Caryarus with a frown on her face. She then turns to the group. "If all of you are done there, can we continue to the next room?"
Mist: Without a closer inspection you have no idea what the upper limit of these rubies worth might be. It would take better inspection tools than you have on you at the moment. As for removing them, there appears to be 6 small prongs of metal stabbing back into the stonework of the statue for each eye. With some delicate attention to detail you could probably pry those prongs back to let the gem fall out without damaging it. A shaky hand would scratch the surface of the gem though, so you definitely want to be careful.
[OOC] If you want to remove the gems I will take a sleight of hand check for each gem, to see how steady your hands are. If you decide to attempt the removal check the spoiler for me.[/OOC]
If you roll a 5 or less on either of the sleights of hand the gem slips through your hand and falls towards the floor. Follow up the 5 or less with a dexterity saving throw as one last chance to catch it before it hits the ground.
Caryarus, listening at the south door you find it is quiet. Very quiet. You peek through the keyhole on the door and you see the green bioluminessence proceed down a long hallway. From this limited vantage point the hallway looks clear. The second door to the east does not have a keyhole to peek through, but beyond the door you can hear the sound of another door closing. The sound reverberates a little, as if it occurred in an enclosed space with hard surfaces, like another stone room.
This post has potentially manipulated dice roll results.
Of course Misttyn will try to remove the stones! If she can not even begin to tell how much they cost - this alone is something worth to go in that wretched place!
Between a small pry from your thieve's tools and one of your daggers you are able to put together a makeshift set of jeweler's tools. Starting with the right eye you manage to get three of the prong posts bent back, but the stone still isn't moving. As you begin work on the fourth prong it seems very stuck, and begins to cause some frustration. You get out your small hammer to pound your pry between the stone and the prong. You manage to get the stone removed, but not before a large chip comes off of the girdle of the stone, marring the symmetrical round appearance.
By comparison the second stone comes off easily. It still takes some work bending back the prongs. But with a deep breath and patience you manage to remove the stone without it suffering any untoward damage.
As the second stone pulls away, you notice there is a dark hole at the back of the statue's left eye. You have just enough time to start to get a bad feeling, before a swarm of spiders begins to pour out from the hole.
[OOC: Let's get another roll for initiative up! Spiders are going to get a surprise round. And they are cranky from being woken up.]
Trigger warning for anyone that is heavily arachnophobic.
They are all over you in a moment, you feel the tiny legs crawling over your skin.
Attack: 13 Damage: 11
Fortunately they do not seem to have found any cracks or seams in your armor yet, and you avoid any damage for the time being.
Mist was not arachnophobic (you can not afford that luxury living underground) but she did not like little pests either. She did her best trying to shake them off of her.
(Just to be clear - spiders are attacking only Mist for the moment?)
Maghana, being in another completely different room takes a longer time than most noticing she needed to act. (Just RPing the non-natural 1 in the initiative.)
This post has potentially manipulated dice roll results.
I never actually rolled the spider initative.
3
That means after the surprise round which I already posted the party goes first. You guys are up. Where it matters actions will be resolved in the following order:
Wing turns to look at Misttyn, after hearing Ravanala's comment. Seeing the spiders starting to cover his ally, he notches an arrow and shoots at the swarm, muttering about the pests inside this dungeon.
Seeing Caryarus leave the room they were in, Maghana follows him to see the swarm of spiders. She points her arm towards and casts Toll the Dead against them.
DC 10 Wis Save or take 11 Necrotic damage. (Assuming it was hit at least once by one of those people that rolled 19 to hit before Maghana attacked.)
This post has potentially manipulated dice roll results.
Wisdom Save:14
As the party springs into action to help Mist, spiders fall by the dozens, Caryarus and Mist doing the most to reduce the swarm's numbers. By the time they are done more than half of the swarm has fallen to the ground and is not moving. (OOC for reference Wing and Ravanala's attacks did not "hit")
A brass bell rings through the air, but the swarm seems unaffected by it.
The remaining spiders continue to crawl all over Mist.
Attack: 8 Damage: 3
This time they manage to climb into some exposed areas of her armor and underneath her gloves to begin bitting into her hands and arms. The spiders do not seem to be poisonous, but the multitude of bites accumulate into something significant.
"You don't need to lecture me on that. I already told you I know that keeping ourselves together is better." Maghana tells Caryarus with a frown on her face. She then turns to the group. "If all of you are done there, can we continue to the next room?"
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Mist: Without a closer inspection you have no idea what the upper limit of these rubies worth might be. It would take better inspection tools than you have on you at the moment. As for removing them, there appears to be 6 small prongs of metal stabbing back into the stonework of the statue for each eye. With some delicate attention to detail you could probably pry those prongs back to let the gem fall out without damaging it. A shaky hand would scratch the surface of the gem though, so you definitely want to be careful.
[OOC] If you want to remove the gems I will take a sleight of hand check for each gem, to see how steady your hands are. If you decide to attempt the removal check the spoiler for me.[/OOC]
If you roll a 5 or less on either of the sleights of hand the gem slips through your hand and falls towards the floor. Follow up the 5 or less with a dexterity saving throw as one last chance to catch it before it hits the ground.
Caryarus, listening at the south door you find it is quiet. Very quiet. You peek through the keyhole on the door and you see the green bioluminessence proceed down a long hallway. From this limited vantage point the hallway looks clear. The second door to the east does not have a keyhole to peek through, but beyond the door you can hear the sound of another door closing. The sound reverberates a little, as if it occurred in an enclosed space with hard surfaces, like another stone room.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
"Best wait for our dungeon robber..." Ravanala says, nodding to the one looking at the ruby-eyed statue.
Of course Misttyn will try to remove the stones! If she can not even begin to tell how much they cost - this alone is something worth to go in that wretched place!
Sleight of Hand 25 (right eye)
Sleight of Hand 8 (left eye)
Dexterity save (just in case) 13
Absence of proper tools made her furious, but Mist was determined to get the stones out!
Meili Liang Lvl 5 Monk
Dice
Between a small pry from your thieve's tools and one of your daggers you are able to put together a makeshift set of jeweler's tools. Starting with the right eye you manage to get three of the prong posts bent back, but the stone still isn't moving. As you begin work on the fourth prong it seems very stuck, and begins to cause some frustration. You get out your small hammer to pound your pry between the stone and the prong. You manage to get the stone removed, but not before a large chip comes off of the girdle of the stone, marring the symmetrical round appearance.
By comparison the second stone comes off easily. It still takes some work bending back the prongs. But with a deep breath and patience you manage to remove the stone without it suffering any untoward damage.
As the second stone pulls away, you notice there is a dark hole at the back of the statue's left eye. You have just enough time to start to get a bad feeling, before a swarm of spiders begins to pour out from the hole.
[OOC: Let's get another roll for initiative up! Spiders are going to get a surprise round. And they are cranky from being woken up.]
Trigger warning for anyone that is heavily arachnophobic.
They are all over you in a moment, you feel the tiny legs crawling over your skin.
Attack: 13 Damage: 11
Fortunately they do not seem to have found any cracks or seams in your armor yet, and you avoid any damage for the time being.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Ravanala initiative: 18
Initiative: 5
Mist was not arachnophobic (you can not afford that luxury living underground) but she did not like little pests either. She did her best trying to shake them off of her.
(Just to be clear - spiders are attacking only Mist for the moment?)
Meili Liang Lvl 5 Monk
Dice
Maghana
Initiative: 1
Maghana, being in another completely different room takes a longer time than most noticing she needed to act. (Just RPing the non-natural 1 in the initiative.)
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Wing is still a bit confused, he would like to chase the orc, but recognizes that staying together is better.
Initiative: 11
I never actually rolled the spider initative.
3
That means after the surprise round which I already posted the party goes first. You guys are up. Where it matters actions will be resolved in the following order:
Caryarus
Ravanala
Wing
Mist
Maghana
Spiders
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Mist will try to nail the pesky parasites with her trusty dagger (both of them, actually, as a Bonus action too): Attack: 19 Damage: 5
Bonus: Attack: 8 Damage: 5
Meili Liang Lvl 5 Monk
Dice
Wing turns to look at Misttyn, after hearing Ravanala's comment. Seeing the spiders starting to cover his ally, he notches an arrow and shoots at the swarm, muttering about the pests inside this dungeon.
Longbow: Attack: 11 Damage: 3
Ravanala shoots with her crossbow...
To Hit: 9
Damage: 6
Seeing Caryarus leave the room they were in, Maghana follows him to see the swarm of spiders. She points her arm towards and casts Toll the Dead against them.
DC 10 Wis Save or take 11 Necrotic damage. (Assuming it was hit at least once by one of those people that rolled 19 to hit before Maghana attacked.)
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Wisdom Save: 14
As the party springs into action to help Mist, spiders fall by the dozens, Caryarus and Mist doing the most to reduce the swarm's numbers. By the time they are done more than half of the swarm has fallen to the ground and is not moving. (OOC for reference Wing and Ravanala's attacks did not "hit")
A brass bell rings through the air, but the swarm seems unaffected by it.
The remaining spiders continue to crawl all over Mist.
Attack: 8 Damage: 3
This time they manage to climb into some exposed areas of her armor and underneath her gloves to begin bitting into her hands and arms. The spiders do not seem to be poisonous, but the multitude of bites accumulate into something significant.
Mist takes 8 piercing damage from spider bites.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Ravanala also takes aim and makes another shot, her first missing due to being worried about hitting their companion.
To Hit: 18
Damage: 4